Click on buttons to toggle visability. Click on STACK buttons to toggle visibility of stack traces.
01:24:32:661STACKStarting the application, version is V1.7.2 S3 (64-bit)...
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:32:664STACKRunning 64-bit mode...
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:32:664STACKGame directory is "C:\Users\XE\Documents\Endless Legend".
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:32:664STACK[Steam] Available game languages are 'english,german,french,italian,spanish,russian,polish', current game language is 'russian'.
Amplitude.Unity.Framework.Application+c__Iterator31:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:32:665STACK[Steam] Steam user id is '0x0110000105458159'.
Amplitude.Unity.Framework.Application+c__Iterator32:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:32:665STACK[Steam] Steam user name is 'rustamgm4x'.
Amplitude.Unity.Framework.Application+c__Iterator32:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:32:665STACKLoading registry file 'D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/..\Registry.xml'...
Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistry() Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:32:665STACKRegistry file 'C:\Users\XE\Documents\Endless Legend\Registry.xml' does not exist.
Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistry() Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:32:665STACKLoading registry file 'C:\Users\XE\Documents\Endless Legend\Users\88441177\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__Iterator29:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2C:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:200STACKThe audio manager is activated: creating the fmod event system...
Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:200STACKSetting up the fmod system...
Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:200STACKInitializing the fmod event system...
Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:200STACKLoad fmod data from folder 'D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/'.
Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:201STACKPath 'D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/' made relative to working directory 'D:\Program Files (x86)\Steam\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\..\Public\Audio\'.
Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:201STACKRooted path 'D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/Audio/' has been made relative into 'EndlessLegend_Data\..\Public\Audio\'.
Amplitude.Unity.Audio.AudioManager+c__Iterator22:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:201STACKPlaying with 19 downloadable content(s): Collector Edition, Dungeon of the Endless Founder Pack (the Mezari), Emperor Pack (the Ice Wargs), Shades of Alteration (Halloween), World Generation Presets, Visions of the Unseen (the Eyeless Ones), Endless Day, Guardians, Legendary Buildings and Deeds, Victory Quest, Generation Presets and Dorgeshi Faction, Infiltration, Pillage and Forgotten, Forges of Creation, Advanced Winter, Winter Shifters and Altar of Auriga, The Lost Tales, Echoes of Auriga, Advanced Naval Warfare, Morgawr and Fortresses, Naval Warfare, and Shared Victory, Make War Not Love Event, Summer Flames, Mimics.
DownloadableContentManager+c__IteratorF8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:201STACKPlaying with 11 activated downloadable content(s): Dungeon of the Endless Founder Pack (the Mezari), Emperor Pack (the Ice Wargs), Guardians, Legendary Buildings and Deeds, Infiltration, Pillage and Forgotten, Advanced Winter, Winter Shifters and Altar of Auriga, The Lost Tales, Echoes of Auriga, Advanced Naval Warfare, Morgawr and Fortresses, Make War Not Love Event, Summer Flames, Mimics.
DownloadableContentManager+c__IteratorF8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:201STACKHello 'rustamgm4x'!
Amplitude.Unity.Steam.SteamManager+c__Iterator8C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:201STACKChanging display settings to 1280x720, 60Hz...
Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings() Amplitude.Unity.Video.VideoManager+c__Iterator95:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:201STACK... skipped change because resolution remains the same.
Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings() Amplitude.Unity.Video.VideoManager+c__Iterator95:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:33:202STACKSetting the general quality level to '5'.
Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo) Amplitude.Unity.Video.VideoManager+c__Iterator95:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:36:897STACKCurrent game language is 'russian'.
Amplitude.Unity.Localization.LocalizationManager+c__Iterator76:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:37:917STACKSetting the post process quality to 'High'.
VideoManager:ApplyAdvancedVideoSettingPostProcessQuality() VideoManager+c__Iterator6FC:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:38:318STACKLoading runtime module definition from file '2.MAD FAIRIES Cheat mod.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator688:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:38:411STACKNew audio listener registered: 1 listener(s) registered.
Amplitude.Unity.Audio.AudioManager:RegisterListener(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioReceiver+c__Iterator23:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:591STACKRuntime configuration is null or empty; using the default module 'Endless Legend' as new configuration.
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:592STACKLoading runtime module definition from file 'ZenFactionTraitPoints.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:592STACKLoading runtime module definition from file 'WorldGeneratorFullCustomization.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:592STACKLoading runtime module definition from file 'Boatsera1.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:592STACKLoading runtime module definition from file 'ArenaMount.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:592STACKLoading runtime module definition from file 'FactionBalance.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:593STACKLoading runtime module definition from file 'BattleForAuriga.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:593STACKDiscarding invalid runtime module definition file 'Registry.xml'.
RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:593STACKLoading runtime module definition from file 'ZenHistoricSpeeds.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:593STACKLoading runtime module definition from file 'AurigaExpanded.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:593STACKLoading runtime module definition from file 'More Faction Traits.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:594STACKLoading runtime module definition from file 'Earth.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:594STACKLoading runtime module definition from file 'MapCreationTutorial.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:594STACKLoading runtime module definition from file 'Azeroth.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:594STACKLoading runtime module definition from file 'EnchanteurTinyTraits.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:594STACKLoading runtime module definition from file 'CustomFactionsUnlocked.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:595STACKLoading runtime module definition from file 'MoreTraitPoints.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:595STACKLoading runtime module definition from file 'ImprovedAI.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:595STACKLoading runtime module definition from file 'HiddenJewelry.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:595STACKLoading runtime module definition from file 'ZenFactionTraits.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:596STACKLoading runtime module definition from file 'ProgressiveDifficulty.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:596STACKLoading runtime module definition from file 'DiplomaticEmperor.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:596STACKLoading runtime module definition from file 'CityOwnershipTransferUnlimited.xml'...
RuntimeManager:LoadModule(System.Reflection.ParameterInfo) RuntimeManager+c__Iterator685:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() RuntimeManager:RuntimeManager_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:596STACKThe runtime status has changed to 'Loading'.
Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:596STACKLoading runtime module 'Endless Legend'...
Amplitude.Unity.Runtime.Runtime+c__Iterator7F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:596STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator2D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:662STACKLoading plugin files for database of type 'AIBoosterManagerDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:39:698STACKLoading plugin files for database of type 'AICommanderMissionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:40:414STACKLoading plugin files for database of type 'AIParameterDatatableElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:40:762STACKLoading plugin files for database of type 'Amplitude.Unity.AI.AIParameterConverter'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:40:822STACKLoading plugin files for database of type 'AICityState'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:40:873STACKLoading plugin files for database of type 'RaiderProductionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:039STACKLoading plugin files for database of type 'AIArmyMissionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:092STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentGroupDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:194STACKLoading plugin files for database of type 'Amplitude.Unity.AI.Amas.AgentDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:221STACKLoading plugin files for database of type 'AIHeroSkillSchemeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:579STACKLoading plugin files for database of type 'AIPersonalityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:614STACKLoading plugin files for database of type 'AIRandomPersonalityDescriptor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:775STACKLoading plugin files for database of type 'AIStrategicPlanDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:796STACKLoading plugin files for database of type 'AIUnitPatternDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:843STACKLoading plugin files for database of type 'AIMinorEmpireDefConDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:896STACKLoading plugin files for database of type 'AIQuestSolverDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:43:926STACKLoading plugin files for database of type 'AIWeatherPresetDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:003STACKLoading plugin files for database of type 'AttitudeFeedbackDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:039STACKLoading plugin files for database of type 'AttitudeStateDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:060STACKLoading plugin files for database of type 'DeploymentPriorityModifierDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:088STACKLoading plugin files for database of type 'DeploymentStepDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:133STACKLoading plugin files for database of type 'BattleAnalysisRuleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:158STACKLoading plugin files for database of type 'BattleAnalysisModifiers'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:229STACKLoading plugin files for database of type 'AfterBattleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:249STACKLoading plugin files for database of type 'AIEncounterStrategyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:271STACKLoading plugin files for database of type 'AIEncounterSpellAffinityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:304STACKLoading plugin files for database of type 'StrategicNetworkDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:338STACKLoading plugin files for database of type 'ColossusMissionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:44:473STACKLoading plugin files for database of type 'Amplitude.Unity.Audio.LayeredEventDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:46:349STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:103STACKLoading plugin files for database of type 'ArmyAction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:226STACKLoading plugin files for database of type 'GarrisonAction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:290STACKLoading plugin files for database of type 'ApprovalStatus'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:374STACKLoading plugin files for database of type 'AttractivenessRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:782STACKLoading plugin files for database of type 'BattleAction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:891STACKLoading plugin files for database of type 'BattleTargetingUnitBehaviorWeight'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:897STACKLoading plugin files for database of type 'BattleTargetingStrategy'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:938STACKLoading plugin files for database of type 'CostReduction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:47:961STACKLoading plugin files for database of type 'BattleSequence'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:48:098STACKLoading plugin files for database of type 'BoosterDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:48:137STACKLoading plugin files for database of type 'BoosterGeneratorDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:48:193STACKLoading plugin files for database of type 'CreepingNodeImprovementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:50:515STACKLoading plugin files for database of type 'ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:50:735STACKLoading plugin files for database of type 'DepartmentOfIndustry+ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:50:812STACKLoading plugin files for database of type 'DepartmentOfPlanificationAndDevelopment+ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:50:990STACKLoading plugin files for database of type 'DepartmentOfScience+ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:51:049STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:51:102STACKLoading plugin files for database of type 'DiplomaticRelationScoreModifierDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:51:138STACKLoading plugin files for database of type 'DiplomaticRelationState'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:51:301STACKLoading plugin files for database of type 'DepartmentOfForeignAffairs+ConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:51:348STACKLoading plugin files for database of type 'Faction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:51:409STACKLoading plugin files for database of type 'FactionAffinity'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:51:546STACKLoading plugin files for database of type 'FactionTrait'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:51:679STACKLoading plugin files for database of type 'GameModifierDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:032STACKLoading plugin files for database of type 'InfiltrationAction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:275STACKLoading plugin files for database of type 'ItemDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:291STACKLoading plugin files for database of type 'LeechDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:339STACKLoading plugin files for database of type 'MirageDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:393STACKLoading plugin files for database of type 'PathfindingRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:445STACKLoading plugin files for database of type 'PointOfInterestTemplate'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:485STACKLoading plugin files for database of type 'RegionalEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:507STACKLoading plugin files for database of type 'ResourceConverterDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:530STACKLoading plugin files for database of type 'ReinforcementTemplate'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:570STACKLoading plugin files for database of type 'Seizure'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:604STACKLoading plugin files for database of type 'TradableCategoryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:680STACKLoading plugin files for database of type 'UnitAbility'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:52:866STACKLoading plugin files for database of type 'UnitBodyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:414STACKLoading plugin files for database of type 'UnitDesign'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:497STACKLoading plugin files for database of type 'UnitProfile'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:526STACKLoading plugin files for database of type 'UnitProfileNames'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:553STACKLoading plugin files for database of type 'UnitRank'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:612STACKLoading plugin files for database of type 'UnitSkill'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:677STACKLoading plugin files for database of type 'WeatherDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:707STACKLoading plugin files for database of type 'WorldFormation'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:742STACKLoading plugin files for database of type 'GuiSorting'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:772STACKLoading plugin files for database of type 'GuiAttributesDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:53:789STACKLoading plugin files for database of type 'GuiTradeRouteIncomesDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:238STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:275STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:309STACKLoading plugin files for database of type 'GuiCursor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:341STACKLoading plugin files for database of type 'MouseCursorRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:395STACKCursorManager.LoadMouseRules
CursorManager:LoadMouseRules() CursorManager:Update()
01:24:56:395STACKCursorManager.LoadMouseRules success with 15 rules
CursorManager:LoadMouseRules() CursorManager:Update()
01:24:56:395STACKLoading 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__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:438STACKLoading plugin files for database of type 'AnomalyTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:483STACKLoading plugin files for database of type 'BiomeTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:518STACKLoading plugin files for database of type 'Palette'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:572STACKLoading plugin files for database of type 'ResourceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:670STACKLoading plugin files for database of type 'TerrainTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:706STACKLoading plugin files for database of type 'OrbTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:736STACKLoading plugin files for database of type 'WeatherTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:762STACKLoading plugin files for database of type 'RiverTypeMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:56:804STACKLoading plugin files for database of type 'BattleFeedbackMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:24:57:105STACKLoading plugin files for database of type 'Droplist'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:255STACKLoading plugin files for database of type 'QuestDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:314STACKLoading plugin files for database of type 'MapBoostAttractivenessRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:423STACKLoading plugin files for database of type 'KaijuAttractivenessRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:457STACKLoading plugin files for database of type 'MapBoostDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:489STACKLoading plugin files for database of type 'SeasonDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:541STACKLoading plugin files for database of type 'SeasonEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:567STACKLoading plugin files for database of type 'SeasonIntensityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:604STACKLoading plugin files for database of type 'PillarDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:626STACKLoading plugin files for database of type 'PillageRewardDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:669STACKLoading plugin files for database of type 'SpellDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:708STACKLoading plugin files for database of type 'TerraformDeviceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:740STACKLoading plugin files for database of type 'WorldEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:758STACKLoading plugin files for database of type 'GameStatisticDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:784STACKLoading plugin files for database of type 'GameScoreDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:824STACKLoading plugin files for database of type 'VictoryCondition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:852STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:884STACKLoading plugin files for database of type 'Amplitude.Unity.Achievement.AchievementStatisticDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:12:917STACKLoading plugin files for database of type 'AlterationData'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:255STACKLoading plugin files for database of type 'DefaultFxDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:318STACKLoading plugin files for database of type 'BattleVisualEffects'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:503STACKLoading plugin files for database of type 'OptionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:619STACKLoading plugin files for database of type 'WorldGeneratorScenarioDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:684STACKLoading runtime registry files...
Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:706STACKSpent 34.4024465 second(s) loading the module plugins.
Amplitude.Unity.Runtime.Runtime+c__Iterator81:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:706STACKRuntime hash key = '91728B901D961D813029F4EB2F6BD97D'.
Amplitude.Unity.Runtime.Runtime+c__Iterator7C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:706STACKWaiting 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__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:706STACKWaiting 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__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:707STACKRuntimeService_RuntimeChange, reloading (null).
Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:707STACK(pre) OnGuiSceneStateChange: Loading.
GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:707STACKOnGuiSceneStateChange: Loading.
GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:707STACKThe runtime status has changed to 'Loaded'.
Amplitude.Unity.Framework.Application:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator86:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:13:880STACKCustom faction is partially valid (faction: 'Ультра Маги', remaining points: -859).
RuntimeState_Bootstrapper+c__Iterator68C:MoveNext() Amplitude.Coroutine:Run() RuntimeState_Bootstrapper:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
01:25:14:088STACKSteamClientCallbacks_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()
01:25:14:088STACK[Achievement] 110 statistics(s) have been loaded.
Amplitude.Unity.Achievement.NetworkAchievementManager:LoadStatistics() Amplitude.Unity.Achievement.SteamAchievementManager:LoadStatistics() Amplitude.Unity.Achievement.NetworkAchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:Load() AchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
01:25:14:088STACK[Achievement] 139 achievement(s) have been loaded.
Amplitude.Unity.Achievement.NetworkAchievementManager:LoadAchievements() Amplitude.Unity.Achievement.SteamAchievementManager:LoadAchievements() Amplitude.Unity.Achievement.NetworkAchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:Load() AchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
01:25:18:055STACKCreating atlas [Font:softwareRasterAtlas] from 128x128xARGBFloat
GlyphAtlas:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FontAtlasRenderer:Load() FontAtlasRenderer:OnEnable()
01:25:20:324STACKRebuilding the texture atlas...
AgeAtlas:Build() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:20:324STACK(pre) OnGuiSceneStateChange: Loaded.
GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:20:324STACKOnGuiSceneStateChange: Loaded.
GuiManager:OnGuiSceneStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:23:664STACKLaunching trailer 'D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Trailer/DustToDustTrailer.bik'...
RuntimeState_DownloadableContent12Trailer+c__Iterator68E:MoveNext() Amplitude.Coroutine:Run() RuntimeState_DownloadableContent12Trailer:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
01:25:23:664STACKPath 'D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Trailer/DustToDustTrailer.bik' made relative to working directory 'D:\Program Files (x86)\Steam\steamapps\common\Endless Legend\', result: 'EndlessLegend_Data\StreamingAssets\Movies\Trailer\DustToDustTrailer.bik'.
Amplitude.Unity.Framework.Path:MakeRelativeToAssetPath(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:BinkSetup() Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:25:23:664STACKRooted path 'D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/StreamingAssets\Movies/Trailer/DustToDustTrailer.bik' has been made relative into 'EndlessLegend_Data\StreamingAssets\Movies\Trailer\DustToDustTrailer.bik'.
Amplitude.Interop.Bink.BinkMovie:LoadMovie(System.Reflection.ParameterInfo) Amplitude.Interop.Bink.BinkMovie:BinkSetup() Amplitude.Interop.Bink.BinkMovie+c__Iterator6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:27:00:240STACKLoading the outgame view...
OutGameView+c__Iterator713:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView:LoadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
01:27:05:416STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView+c__Iterator713:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:56:13:565STACKSteamClientCallbacks_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()
01:56:13:566STACKRequest Lobby List : 50 result(s).
MenuJoinGameScreen: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()
01:56:13:566STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:566STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:566STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:566STACK[Lobby] FriendsOnly
MenuJoinGameScreen: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()
01:56:13:567STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:567STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:567STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:567STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:567STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:568STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:568STACK[Lobby] FriendsOnly, GameInProgress, GameIsMigrating
MenuJoinGameScreen: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()
01:56:13:568STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:568STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:568STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:569STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:569STACK[Lobby] GameInProgress
MenuJoinGameScreen: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()
01:56:13:569STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:569STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:569STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:570STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:570STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:570STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:570STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:570STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:571STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:571STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:13:571STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:13:571STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:571STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:13:571STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:572STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:572STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:572STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:572STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:572STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:573STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:573STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:573STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:573STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:573STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:13:574STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:13:574STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:574STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:574STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:574STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:575STACK[Lobby] FriendsOnly, GameInProgress, GameIsMigrating
MenuJoinGameScreen: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()
01:56:13:575STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:575STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:575STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:13:575STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:38:180STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).
Session:.ctor() System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
01:56:38:181STACKThe session has been created; opening the session in 'Public' mode
RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
01:56:38:182STACK[SessionState] SessionState_Opening.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opening:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:56:38:182STACKThe session is being opened...
SessionState_Opening:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:56:38:711STACKSteamClientCallbacks_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()
01:56:38:711STACK[Session] Entered the lobby: vagner.zlat's game
Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:711STACK[TimeSync] Synchronize.
Amplitude.Unity.Networking.NetworkManager+c__Iterator78:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.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:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:711STACKThe 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:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:711STACKLobby member data has been set (key: 'sbc', data: '262148').
Amplitude.Unity.Session.Session:SetLobbyMemberData(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:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:712STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148
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:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:712STACKLobby data has not been propagated. (key: 'OccupiedSlots', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:712STACKLobby data has not been propagated. (key: 'FreeSlots', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:712STACK[Lobby] SlotCount: total=0, occupied=0, free=0.
RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:712STACKUnhandled constraint on option 'NumberOfMajorFactions' from option definition 'WorldSize', item 'Tiny'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:713STACKUnhandled constraint on option 'NumberOfMajorFactions' from option definition 'WorldSize', item 'Small'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:713STACKUnhandled constraint on option 'WorldSize' from option definition 'WorldShape', item 'NoOceans'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:713STACKUnhandled constraint on option 'WorldSize' from option definition 'WorldShape', item 'ManyContinents'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:713STACKUnhandled constraint on option 'WorldSize' from option definition 'WorldShape', item 'LargeIslands'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKUnhandled constraint on option 'WorldSize' from option definition 'WorldShape', item 'Islands'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKUnhandled constraint on option 'GameDifficulty' from option definition 'WorldDifficulty', item 'Easy'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKUnhandled constraint on option 'GameDifficulty' from option definition 'WorldDifficulty', item 'Normal'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKUnhandled constraint on option 'GameDifficulty' from option definition 'WorldDifficulty', item 'Hard'.
MenuSetting:RefreshContent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuNewGameScreen:RefreshWorldGeneratorOptions() MenuNewGameScreen:RefreshContent() MenuNewGameScreen:set_Session(System.Reflection.ParameterInfo) MenuNewGameScreen+c__Iterator671:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:ShowWhenFinishedHiding(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKLobby data has not been propagated. (key: 'AdvancedSeasons', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKLobby data has not been propagated. (key: 'AnomalyOdds', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKLobby data has not been propagated. (key: 'Color0', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKLobby data has not been propagated. (key: 'Color1', data: '1').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:714STACKLobby data has not been propagated. (key: 'Color2', data: '2').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:715STACKLobby data has not been propagated. (key: 'Color3', data: '3').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:715STACKLobby data has not been propagated. (key: 'Color4', data: '4').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:715STACKLobby data has not been propagated. (key: 'Color5', data: '5').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:715STACKLobby data has not been propagated. (key: 'Color6', data: '6').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:715STACKLobby data has not been propagated. (key: 'Color7', data: '7').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:715STACKLobby data has not been propagated. (key: 'ContinentForm', data: 'Chaotic').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:715STACKLobby data has not been propagated. (key: 'ContinentShape', data: 'Random').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:715STACKLobby data has not been propagated. (key: 'ContinentSpread', data: 'Regular').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'CustomFactions', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'Diplomacy', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'DumpingMethod', data: 'Binary').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'Economy', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'Empire0', data: '0x0110000112345dc7').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'Empire1', data: '0x0110000103d912df').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'Empire2', data: '0x0110000133c37d9d').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'Empire3', data: 'AI0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:716STACKLobby data has not been propagated. (key: 'Empire4', data: 'AI0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'Empire5', data: 'AI0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'Empire6', data: 'AI0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'Empire7', data: 'AI0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'EmpireInfoAccessibility', data: 'Default').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'EmpireSpawn', data: 'Average').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'EncounterDeploymentTimer', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'EncounterNotificationTimer', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'EncounterSequence', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:717STACKLobby data has not been propagated. (key: 'EncounterSpeedScaleFactor', data: '1').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:718STACKLobby data has not been propagated. (key: 'EncounterTargetingTimer', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:718STACKLobby data has not been propagated. (key: 'EndTurnTimer', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:718STACKLobby data has not been propagated. (key: 'EndTurnTimerLastPlayer', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:718STACKLobby data has not been propagated. (key: 'EndTurnTimerPerCity', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:718STACKLobby data has not been propagated. (key: 'Expansion', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:718STACKLobby data has not been propagated. (key: 'Faction0', data: 'FactionRageWizards,Неист. Маги,AffinityRageWizards,AffinityMappingRageWizards,FactionTraitRageWizards9,FactionTraitRageWizards10,FactionTraitRageWizards11,FactionTraitRageWizards12,FactionTraitRageWizards13,FactionTraitRageWizards14,FactionTraitRageWizards15,FactionTraitTechnologyDefinitionRageWizards7,FactionTraitTechnologyDefinitionRageWizards8').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:718STACKLobby data has not been propagated. (key: 'Faction1', data: 'FactionBrokenLords,Владыки Праха,AffinityBrokenLords,AffinityMappingBrokenLords,FactionTraitBrokenLords1,FactionTraitBuyOutPopulation,FactionTraitTechnologyDust0,FactionTraitTechnologyArmorCommonTier1').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:718STACKLobby data has not been propagated. (key: 'Faction2', data: 'FactionDrakkens,Драккен,AffinityDrakkens,AffinityMappingDrakkens,FactionTraitDrakkens7,FactionTraitDrakkens7Placeholder,FactionTraitDrakkens8,FactionTraitDrakkens9,FactionTraitTechnologyDust0,FactionTraitTechnologyDefinitionMapActionParley').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:719STACKLobby data has not been propagated. (key: 'Faction3', data: 'FactionMezari,Мезари,AffinityMezari,AffinityMappingMezari,FactionTraitVaulters1,FactionTraitVaulters5,FactionTraitVaulters2,FactionTraitVaulters3,FactionTraitVaulters4,FactionTraitTechnologyScience0,FactionTraitTechnologyLuxuryExtractionCommon,FactionTraitVaultersMezari').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:719STACKLobby data has not been propagated. (key: 'Faction4', data: 'FactionVaulters,Хранители,AffinityVaulters,AffinityMappingVaulters,FactionTraitVaulters1,FactionTraitVaulters5,FactionTraitVaulters2,FactionTraitVaulters3,FactionTraitVaulters4,FactionTraitTechnologyScience0,FactionTraitTechnologyLuxuryExtractionCommon,FactionTraitVaultersMezari').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:719STACKLobby data has not been propagated. (key: 'Faction5', data: 'FactionNecrophages,Некрофаги,AffinityNecrophages,AffinityMappingNecrophages,FactionTraitNecrophages1,FactionTraitNecrophages2,FactionTraitNecrophages3,FactionTraitNecrophages12,FactionTraitNecrophages4,FactionTraitNecrophages5,FactionTraitNecrophages6,FactionTraitNecrophages8,FactionTraitTechnologyStrategicExtractionCommon,FactionTraitTechnologyDefinitionNecrophagesUnit2').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:719STACKLobby data has not been propagated. (key: 'Faction6', data: 'FactionCultists,Культисты,AffinityCultists,AffinityMappingCultists,FactionTraitCultists12,FactionTraitCultists13,FactionTraitTechnologyDefinitionMapActionParley,FactionTraitTechnologyDefinitionDefense1,FactionTraitCultists9,FactionTraitCultists11,FactionTraitCultists14').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:719STACKLobby data has not been propagated. (key: 'Faction7', data: 'FactionRovingClans,Кочевые Кланы,AffinityRovingClans,AffinityMappingRovingClans,FactionTraitRovingClans6,FactionTraitRovingClans8,FactionTraitRovingClans7,FactionTraitRovingClans9,FactionTraitRovingClans10,FactionTraitRovingClans11,FactionTraitRovingClans13,FactionTraitTechnologyDefinitionMarketplaceResources,FactionTraitTechnologyDefinitionMarketplaceMercenaries').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:719STACKLobby data has not been propagated. (key: 'FactionRandomizationMode', data: 'Decked').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:719STACKLobby data has not been propagated. (key: 'ForceOceansOnMapEdges', data: 'No').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:719STACKLobby data has not been propagated. (key: 'GameDifficulty', data: 'Serious').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:720STACKLobby data has not been propagated. (key: 'GameSpeed', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:720STACKLobby data has not been propagated. (key: 'Geometry', data: 'Default').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:720STACKLobby data has not been propagated. (key: 'GlobalEvent', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:720STACKLobby data has not been propagated. (key: 'GlobalScoreWhenLastTurnReached', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:720STACKLobby data has not been propagated. (key: 'IslandsOdds', data: 'Some').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:720STACKLobby data has not been propagated. (key: 'LakeOdds', data: 'Many').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:720STACKLobby data has not been propagated. (key: 'LakeSize', data: 'Average').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:721STACKLobby data has not been propagated. (key: 'LastEmpireStanding', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:721STACKLobby data has not been propagated. (key: 'LockEmpire2', data: 'False').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:721STACKLobby data has not been propagated. (key: 'LockEmpire3', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:721STACKLobby data has not been propagated. (key: 'LockEmpire4', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:721STACKLobby data has not been propagated. (key: 'LockEmpire5', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:721STACKLobby data has not been propagated. (key: 'LockEmpire6', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:721STACKLobby data has not been propagated. (key: 'LockEmpire7', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:721STACKLobby data has not been propagated. (key: 'LuxuryResourceAbundance', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'MadSeasonType', data: 'HighChanceShortDuration').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'MinorFactionDifficulty', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'MostTechnologiesDiscovered', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'name', data: 'vagner.zlat's game').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'NumberOfContinents', data: '2to4').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'NumberOfMajorFactions', data: '8').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'OccupiedSlots', data: '3').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'owner', data: '76561198265687495').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:722STACKLobby data has not been propagated. (key: 'PercentageOfLandmassOverWater', data: '60').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'PlayWithKaiju', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'PlayWithMadSeason', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'Quest', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'RegionSize', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'RidgesAndCliffs', data: 'Some').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'Rivers', data: 'Some').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'runtimeconfiguration', data: 'Endless Legend').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'runtimehash', data: '91728B901D961D813029F4EB2F6BD97D').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'sbs', data: '36').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'Scenario', data: '').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'SeasonDifficulty', data: 'Moderate').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:723STACKLobby data has not been propagated. (key: 'SeedChoice', data: 'Zero').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'SeedNumber', data: 'User').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'SessionMode', data: 'Public').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'Shared', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'StrategicResourceAbundance', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'Supremacy', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'Temperature', data: 'Terran').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'TimedEncounter', data: 'False').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'TimedTurn', data: 'False').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:724STACKLobby data has not been propagated. (key: 'Topography', data: 'Average').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:725STACKLobby data has not been propagated. (key: 'version', data: '281505041612803').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:725STACKLobby data has not been propagated. (key: 'VolcanicActivity', data: 'Some').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:725STACKLobby data has not been propagated. (key: 'WeatherDifficulty', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:725STACKLobby data has not been propagated. (key: 'Wonder', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:725STACKLobby data has not been propagated. (key: 'WorldDifficulty', data: 'Normal').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:725STACKLobby data has not been propagated. (key: 'WorldHemispheres', data: 'Both').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:725STACKLobby data has not been propagated. (key: 'WorldShape', data: 'FewContinents').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:725STACKLobby data has not been propagated. (key: 'WorldSize', data: 'Large').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: 'WorldWrap', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: '_GameInProgress', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: '_GameSyncState', data: 'Synchronized').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: '_Launching', data: 'True').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: '_PlayerIsTransition', data: 'False').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: '_Ready', data: 'True;942.68879699707').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: '_Turn', data: '46').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: '__gameserverIP', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:726STACKLobby data has not been propagated. (key: '__gameserverPort', data: '0').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:727STACKLobby data has not been propagated. (key: '__gameserverSteamID', data: '90122938459138056').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:727STACK[RuntimeState_Lobby] Lobby Entered.
RuntimeState_Lobby:Session_LobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:727STACKLobby member data has been set (key: 'Ready', data: 'False').
Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:727STACKLobby member data has been set (key: 'QuestAchievementsCompletion', data: '2').
Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SteamMatchMakingService_SteamLobbyEnter(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Steam.SteamManager:OnSteamLobbyEnter(System.Reflection.ParameterInfo) 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()
01:56:38:727STACKSteamClientCallbacks_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()
01:56:38:727STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:38:727STACK[TimeSync] 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:OnLobbyOwnerChange(System.Reflection.ParameterInfo) Session:OnLobbyOwnerChange(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()
01:56:38:727STACK[TimeSync] Synchronize.
Amplitude.Unity.Networking.NetworkManager+c__Iterator78:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.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:OnLobbyOwnerChange(System.Reflection.ParameterInfo) Session:OnLobbyOwnerChange(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()
01:56:38:728STACKLobby data has not been propagated. (key: 'Scenario', data: '
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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()
01:56:38:728STACKSteamClientCallbacks_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()
01:56:38:728STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:38:728STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198048706905).
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()
01:56:38:728STACKSteamClientCallbacks_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()
01:56:38:728STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:38:728STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198048706905).
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()
01:56:38:728STACKSteamClientCallbacks_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()
01:56:38:728STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:38:728STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198048706905).
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()
01:56:38:761STACK[SessionState] SessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:56:38:761STACKLobby member data has been set (key: 'Ready', data: 'False').
Amplitude.Unity.Session.Session:SetLobbyMemberData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:56:38:761STACK[SessionState] SessionState_Synchronizing.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Synchronizing:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:56:38:761STACKSteamClientCallbacks_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()
01:56:38:761STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:38:762STACKSteamMatchMakingService_SteamLobbyDataUpdate (member: 76561198048706905).
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()
01:56:40:529STACKSteamClientCallbacks_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()
01:56:40:529STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:40:529STACKLobby data has not been propagated. (key: 'sbs', data: '262180').
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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()
01:56:40:529STACKLobby data has not been propagated. (key: 'Scenario', data: '
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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()
01:56:40:529STACKSteamClientCallbacks_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()
01:56:40:530STACKSteamMatchMakingService_SteamLobbyChatMsg (message id = "0", from 76561198265687495)
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()
01:56:40:530STACK[Lobby]Вас удалили из комнаты. Причина: Комната заполнена.
MenuNewGameScreen: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()
01:56:40:530STACKSteamClientCallbacks_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()
01:56:40:530STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:40:530STACKLobby data has not been propagated. (key: 'Scenario', data: '
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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()
01:56:40:530STACKSteamClientCallbacks_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()
01:56:40:530STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:40:530STACKLobby data has not been propagated. (key: 'Scenario', data: '
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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()
01:56:40:530STACKSteamClientCallbacks_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()
01:56:40:531STACKSteamMatchMakingService_SteamLobbyDataUpdate (lobby: 109775240946183050).
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()
01:56:40:531STACKLobby data has not been propagated. (key: 'Scenario', data: '
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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()
01:56:45:333STACKSteamClientCallbacks_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()
01:56:45:333STACKRequest Lobby List : 50 result(s).
MenuJoinGameScreen: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()
01:56:45:333STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:334STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:334STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:334STACK[Lobby] FriendsOnly
MenuJoinGameScreen: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()
01:56:45:334STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:334STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:334STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:335STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:335STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:335STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:335STACK[Lobby] FriendsOnly, GameInProgress, GameIsMigrating
MenuJoinGameScreen: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()
01:56:45:335STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:336STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:336STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:336STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:336STACK[Lobby] GameInProgress
MenuJoinGameScreen: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()
01:56:45:336STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:336STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:337STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:337STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:337STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:337STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:337STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:338STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:338STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:338STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:45:338STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:45:338STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:338STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:45:339STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:339STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:339STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:339STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:339STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:340STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:340STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:340STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:340STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:340STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, GameInProgress, GameIsMigrating
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:341STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:342STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:45:342STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:474STACKSteamClientCallbacks_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()
01:56:54:475STACKRequest Lobby List : 50 result(s).
MenuJoinGameScreen: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()
01:56:54:475STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:475STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:475STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:476STACK[Lobby] FriendsOnly
MenuJoinGameScreen: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()
01:56:54:476STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:476STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:477STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:477STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:477STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:478STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:478STACK[Lobby] FriendsOnly, GameInProgress, GameIsMigrating
MenuJoinGameScreen: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()
01:56:54:478STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:479STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:479STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:479STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:480STACK[Lobby] GameInProgress
MenuJoinGameScreen: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()
01:56:54:480STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:480STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:480STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:480STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:481STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:481STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:481STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:481STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:481STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:481STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:54:482STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:54:482STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:482STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:54:482STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:483STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:483STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:483STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:483STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:483STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:483STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:484STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:484STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:484STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:484STACK[Lobby] FriendsOnly, GameInProgress, RuntimeConfigurationMismatch
MenuJoinGameScreen: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()
01:56:54:484STACK[Lobby] FriendsOnly, FromSavedGame, GameInProgress
MenuJoinGameScreen: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()
01:56:54:484STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:485STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:485STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:485STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:485STACK[Lobby] FriendsOnly, GameInProgress, GameIsMigrating
MenuJoinGameScreen: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()
01:56:54:485STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:486STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:486STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:56:54:486STACK[Lobby] FriendsOnly, GameInProgress
MenuJoinGameScreen: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()
01:57:12:854STACKOnLoadGameCB
MenuMainScreen:OnLoadGameCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
01:57:21:637STACKLoading file 'C:\Users\XE\Documents\Endless Legend\Save Files\Микара - Ход 64.sav'
LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
01:57:21:934STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).
Session:.ctor() System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
01:57:21:934STACKThe 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()
01:57:21:934STACKThe 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()
01:57:21:934STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148
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()
01:57:21:935STACK[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()
01:57:21:935STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
01:57:21:935STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
01:57:21:935STACK[Lobby] SlotCount: total=0, occupied=0, free=0.
RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnNumberOfMajorFactionsChanged() RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
01:57:21:936STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
01:57:21:936STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
01:57:21:936STACK[SessionState] SessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:21:936STACK[SessionState] SessionState_OpenedAndLaunching.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:21:936STACKLaunching the game server...
Session:IGameServerLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator6F9:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:21:936STACKLaunching the game client...
Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator6F9:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:21:936STACKGameServerState_InitializeServer.
GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:21:937STACKGameServerState_LaunchGame.
GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:21:937STACKGameClientState_WaitingForServer
GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:22:172STACKWaiting for the ignition of all game ancillaries...
Amplitude.Unity.Game.Game+c__Iterator56:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:22:172STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x0110000105458159', steamIDUser: '0x0110000105458159'.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:22:172STACK[Net] [GameClient] Got initiate connection response from server.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:22:282STACK[SessionState] SessionState_OpenedAndLaunched.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:22:348STACKGameClientState_ConnectedToServer.
GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:22:348STACKGameClientState_LaunchGame.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:22:348STACK[Dump] GameManager.DumpingMethod = Binary
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:57:22:348STACKWaiting 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()
01:57:22:518STACKAll game ancillaries have been ignited.
Amplitude.Unity.Game.Game+c__Iterator56:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:22:518STACKLoading from archive 'C:\Users\XE\Documents\Endless Legend\Save Files\Микара - Ход 64.sav'...
GameManager+c__Iterator2E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:22:518STACKUsing path to archive: 'C:\Users\XE\Documents\Endless Legend\Save Files\Микара - Ход 64.sav'
GameManager+c__Iterator2E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:22:602STACKThe world has been initialized (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 0 of type LavaRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 1 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 2 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 3 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 4 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 5 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 6 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 7 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 8 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:063STACKProcessing river 9 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 10 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 11 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 12 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 13 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 14 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 15 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 16 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 17 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 18 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 19 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 20 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 21 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 22 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 23 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 24 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 25 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 26 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 27 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 28 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKProcessing river 29 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:064STACKThe world has been loaded (in 1.3806271 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:146STACKThe game ancillary (type of: Cadaster) has been loaded (in 0.000999 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:177STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0.0009998 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:221STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:255STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:289STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:325STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:370STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:427STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0.0009995 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:525STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.
PathfindingManager:InitializeRules() PathfindingManager+c__Iterator134:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:764STACKThe pathfinding service is ready.
PathfindingManager:OnPathfindingServiceReady() PathfindingManager+c__Iterator134:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:764STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.3042711 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:805STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:843STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:24:954STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0.0009994 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:012STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.0019989 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:055STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0.0019998 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:091STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:126STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0.0009994 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:165STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0.0039977 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:199STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:237STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:271STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:307STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:347STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:380STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:415STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:449STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:487STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:571STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:615STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:650STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0.0029979 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:57:25:685STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:904STACKTrying to load an army without units. Army GUID: 3227
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) MajorEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:904STACK[Kaiju] Kaiju Empire [Казар] Relocation Formula Result: [5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:905STACK[Kaiju] Kaiju Empire [Чака] Relocation Formula Result: [7.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:905STACKTrying to load an army without units. Army GUID: 4546
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:905STACK[Kaiju] Kaiju Empire [Факир] Relocation Formula Result: [2.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:905STACKTrying to load an army without units. Army GUID: 6676
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:905STACKRegister new contract DiplomaticContract 2108 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:906STACKRegister new contract DiplomaticContract 3140 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 PeaceToWar Proposer: 0 Provider: 0 Receiver: 1 DestinationState: DiplomaticRelationStateWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:906STACKRegister new contract DiplomaticContract 4120 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 0 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 0 Provider: 1 Receiver: 0 ResourceName: Orb Amount: 11.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:906STACKRegister new contract DiplomaticContract 4121 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 1.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:906STACKRegister new contract DiplomaticContract 4122 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 5.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:906STACKRegister new contract DiplomaticContract 4290 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:906STACKRegister new contract DiplomaticContract 4381 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:907STACKRegister new contract DiplomaticContract 4622 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 5 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 5 Receiver: 6 Technology: TechnologyDefinitionIndustry2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:907STACKRegister new contract DiplomaticContract 4772 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:907STACKRegister new contract DiplomaticContract 4773 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:907STACKRegister new contract DiplomaticContract 4955 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:907STACKRegister new contract DiplomaticContract 5469 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 5.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:907STACKRegister new contract DiplomaticContract 5539 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Refused Revision: 0 OpenBorders Proposer: 3 Provider: 3 Receiver: 6 OpenBorders Proposer: 3 Provider: 6 Receiver: 3 ResourceDeal Proposer: 3 Provider: 6 Receiver: 3 ResourceName: Strategic3 Amount: 41.6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:907STACKRegister new contract DiplomaticContract 6117 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 1 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 1 Receiver: 6 Technology: TechnologyDefinitionMarketplaceResources.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:908STACKRegister new contract DiplomaticContract 6280 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 ColdWarToWar Proposer: 1 Provider: 1 Receiver: 2 DestinationState: DiplomaticRelationStateWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:908STACKRegister new contract DiplomaticContract 6281 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 6 Provider: 2 Receiver: 6 ResourceName: Strategic6 Amount: 42.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:908STACKRegister new contract DiplomaticContract 6821 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 CommercialAgreement Proposer: 1 Provider: 1 Receiver: 0.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:908STACKRegister new contract DiplomaticContract 6822 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 ColdWarToPeaceDeclaration Proposer: 6 Provider: 6 Receiver: 1 DestinationState: DiplomaticRelationStatePeace.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:908STACKRegister new contract DiplomaticContract 7077 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 3 Receiver: 6 Technology: TechnologyDefinitionDust2 TechnologyDeal Proposer: 6 Provider: 3 Receiver: 6 Technology: TechnologyDefinitionDust3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:908STACKRegister new contract DiplomaticContract 7294 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 4 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 4 Receiver: 6 Technology: TechnologyDefinitionColossusDust.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKRegister new contract DiplomaticContract 7328 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKRegister new contract DiplomaticContract 7667 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 2 Receiver: 6 Technology: TechnologyDefinitionArmySize2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKLoad game with difficulty Serious and speed Fast.
Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKThe department of defense was asked to add an army (guid #3227) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:909STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:910STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKThe department of defense was asked to add an army (guid #4546) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKThe department of defense was asked to add an army (guid #6676) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:911STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:912STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:912STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:912STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:912STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:912STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKRegistering new data (name: NumberOfLandRegions, value: 87)
VictoryManager+c__Iterator196:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 5576
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:913STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock1 set to require Luxury4.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:914STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock2 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:914STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock3 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:914STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock1 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:914STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock2 set to require Luxury4.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:914STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock3 set to require Luxury5.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:914STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock1 set to require Luxury3.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:914STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock2 set to require Luxury2.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:914STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock3 set to require Luxury3.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKKaiju Unlock TechnologyDefinitionKaiju1And2 set to require Luxury6.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKKaiju Unlock TechnologyDefinitionKaiju1And3 set to require Luxury10.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKKaiju Unlock TechnologyDefinitionKaiju2And3 set to require Luxury9.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKKaiju Unlock TechnologyDefinitionAllKaijus set to require Luxury12.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONREPLICANTS').
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) GoogleAnalyticsManager:SendSessionMetrics() GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONWINTERSHIFTERS').
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) GoogleAnalyticsManager:SendSessionMetrics() GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONSEADEMONS').
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) GoogleAnalyticsManager:SendSessionMetrics() GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONFLAMES').
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) GoogleAnalyticsManager:SendSessionMetrics() GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:915STACKCan't get network statistic (name: 'FINAL_QUEST_COMPLETED_FACTIONMIMICS').
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) GoogleAnalyticsManager:SendSessionMetrics() GoogleAnalyticsManager:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:916STACKThe 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__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:916STACKThe 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__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:10:916STACKGameServerState_GameLaunchedAndReady.
GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:58:10:916STACKGameClientState_GameLaunched.
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:58:10:916STACK[PlayerRepository] Player 'rustamgm4x' has been registered (Human/Local) on Empire #0.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:58:10:916STACK[PlayerRepository] Player 'ИИ#1' has been registered (AI/Local) on Empire #1.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:58:10:916STACK[PlayerRepository] Player 'ИИ#2' has been registered (AI/Local) on Empire #2.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:58:10:916STACK[PlayerRepository] Player 'ИИ#3' has been registered (AI/Local) on Empire #3.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:58:10:916STACK[PlayerRepository] Player 'ИИ#4' has been registered (AI/Local) on Empire #4.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:58:10:916STACK[PlayerRepository] Player 'ИИ#5' has been registered (AI/Local) on Empire #5.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
01:58:10:916STACK[PlayerRepository] Player 'ИИ#6' has been registered (AI/Local) on Empire #6.
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()
01:58:10:916STACK[PlayerRepository] Player 'ИИ#7' has been registered (AI/Local) on Empire #7.
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()
01:58:10:916STACKChanging 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()
01:58:12:244STACKDestroying the outgame view scene to free some resources. (switching to 'WorldView')
OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
01:58:12:394STACKLoading the world view... loading the camera controller...
WorldView+c__Iterator77E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:12:395STACKLoading the world view... loading the world renderer...
WorldView+c__Iterator77E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:12:395STACKLoading the world view... complete!
WorldView+c__Iterator77E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:12:483STACKCamera controller set!
WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:12:484STACKInitializing the render view technique...
WorldView+c__Iterator780:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:12:484STACKWaiting for the ignition of all world view technique ancillaries...
WorldViewTechnique+c__Iterator74D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:16:942STACKAll world view technique ancillaries have been ignited.
WorldViewTechnique+c__Iterator74D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:16:942STACKGeometry is not uptodate : TerrainTypeVersion = 33, atlas version = 87
DefaultWorldViewTechnique:CheckWorldDataUpToDate(System.Reflection.ParameterInfo) DefaultWorldViewTechnique+c__Iterator753:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:17:350STACKstartInfo.FileName = D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/Amplitude.WorldGenerator.exe
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:17:350STACKstartInfo.WorkingDirectory = D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:17:350STACKstartInfo.Arguments = -config "C:\Users\XE\Documents\Endless Legend\Temporary Files\WorldGeneratorConfiguration.xml"
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:17:350STACKStarting the world generator process...
WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:17:350STACKThe world generator process has been started (with return value 'True').
WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:20:258STACK[WorldGenerator] [Report?ProcessSettings]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:20:662STACK[WorldGenerator] [Report?StartingGeometryGeneration]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:20:857STACK[WorldGenerator] [Report?GeometryGenerating1]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:58:21:759STACK[WorldGenerator] [Report?GeometryGenerating2]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:05:271STACK[WorldGenerator] [Report?GeometryGenerating3]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:12:028STACK[WorldGenerator] [Report?GeometryGenerating4]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:13:584STACK[WorldGenerator] [Report?GeometryTesselation]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:22:906STACK[WorldGenerator] [Report?SavingGeometry]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:27:519STACKThe world generator process has exited with code '0'.
WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:27:520STACKThe world geometry generation process has finished.
WorldGenerator+c__Iterator2F8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:27:520STACKLoading the render view technique...
WorldView+c__Iterator780:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:27:520STACKHxTechniqueGraphicData.Load Begin
HxTechniqueGraphicData+c__Iterator759:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:47:619STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:47:620STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:47:620STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:47:621STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:47:622STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:47:622STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:47:622STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:47:622STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:48:448STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:48:448STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:48:448STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:48:449STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:48:449STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:48:449STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:48:449STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:48:450STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:333STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:334STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:334STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:334STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:334STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:334STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:335STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:335STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:372STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:373STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:373STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:373STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:373STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:373STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:373STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:374STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:412STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:412STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:412STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:412STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:413STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:413STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:413STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:413STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:456STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:456STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:457STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:457STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:457STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:457STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:458STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:458STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:902STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:902STACKUnable to find instancing policy for mesh [lava].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:903STACKUnable to find instancing policy for mesh [rock_1].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:903STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:903STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:903STACKUnable to find instancing policy for mesh [volcano].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
01:59:49:904STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:929STACKThe ancillary service 'HxDecalManager' has been loaded (in 0.0009995 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:929STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0.0009994 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:929STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:929STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 46.582699 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:929STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:929STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKUsing double buffering for LookupTexture update : False
VisibilityRenderer+c__Iterator735:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0319924 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0.0029983 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0.0019988 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0119923 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0100204 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0.0009999 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0.0005213 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKRoadRenderer.Load start
RoadRenderer+c__Iterator72F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:930STACKRoadRenderer.Load end
RoadRenderer+c__Iterator72F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:931STACKThe ancillary service 'RoadRenderer' has been loaded (in 0.002506 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:931STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0.0029975 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:931STACKInsideFramePostProcess.Load
InsideFramePostProcess+c__Iterator2FF:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:931STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0.0009994 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:931STACKThe ancillary service 'OrbRenderer' has been loaded (in 0.0009994 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:00:931STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0.0009995 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:01:981STACKGameClientState_GameLaunchedAndReady.
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:981STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:981STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:981STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:981STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:981STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:982STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:983STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:984STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:985STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:986STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:987STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:988STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:989STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:990STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:991STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:991STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:991STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:991STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:991STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:991STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:991STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:992STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:993STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:994STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:995STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:996STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:996STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:996STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:996STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:996STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:996STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:996STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:996STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:997STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:997STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:997STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:997STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:997STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:997STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:997STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:997STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:998STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:998STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:998STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:998STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:998STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:998STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:01:998STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:03:064STACK[Net][GameServer] GameInProgress
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:03:064STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:03:065STACKForcing the AI scheduler to load the game because we're about to save another one...
GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:674STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:674STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:674STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:674STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:674STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:674STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:674STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:674STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:675STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEC:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:675STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorED:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:675STACKAIMaster AIPlayer: Lesser Empire 99 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEE:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:675STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0
AIPlayer_LesserEmpire+c__Iterator4D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:676STACKAIMaster AIPlayer_KaijuEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEF:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:676STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4174, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=5554 for GenericCommander Priority 0.1805293
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:676STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4174, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=5554 for GenericCommander Priority 0.1805293
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:676STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_DefenseRoaming:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Patrol:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:676STACKLOCKING: AICommanderMission_Garrison tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:677STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 5556, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=5645 for GenericCommander Priority 0.155715
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:677STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 5556, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=5645 for GenericCommander Priority 0.155715
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:678STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_DefenseRoaming:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Patrol:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:678STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 5653, current infroamtion Unit locked by AICommanderMission_BailToCity=5278 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:679STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 5653, current infroamtion Unit locked by AICommanderMission_BailToCity=5284 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:679STACK[AICommander_Quest] The army GUID is 0
AICommander_Quest:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:680STACK[AICommander_Quest] The army GUID is 0
AICommander_Quest:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:680STACKRun thread AIPlayer: Lesser Empire 99.
AIPlayer+c__Iterator42:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:14:680STACKSeason change: new season 'HeatWave', the new season will end at turn 67 (duration: 3 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:244STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:245STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:246STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:247STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:248STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:249STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:250STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:251STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:252STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:253STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:253STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:253STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:253STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:253STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:253STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:253STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:253STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:254STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:255STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:255STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:255STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:255STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:255STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:255STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:255STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:255STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:256STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:257STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:258STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:259STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:260STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:261STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:262STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:262STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:262STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:262STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:15:262STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:194STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:194STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:194STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:194STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:195STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:363STACKSkipping interaction because quests have already been triggered (turn: 63, last checked: 63).
VictoryManager:OnBeginTurn() GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:363STACKSkipping check because victory conditions have already been already checked for (turn: 62, last checked: 62).
VictoryManager:IVictoryManagementService.CheckForVictoryConditions(System.Reflection.ParameterInfo) GameServerState_Turn_CheckForGameEndingConditions:CheckForVictoryConditions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:364STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:364STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').
GameServerState_Turn_AI+c__Iterator6F3:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:35:364STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_AI+c__Iterator6F3:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:38:082STACK[SCORING] BuyEvaluation was canceled while it was the chosen buy evaluation
EvaluableMessage:CancelBuyEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:ApplyProductionEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity_City:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
02:01:38:252STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
02:01:40:605STACK[SCORING] BuyEvaluation was canceled while it was the chosen buy evaluation
EvaluableMessage:CancelBuyEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:ApplyProductionEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity_City:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
02:01:41:633STACKAI don't want to research technology TechnologyDefinitionArmorUncommonTier1 anymore. AI now wants technology TechnologyDefinitionTradeRouteBonus1.
AILayer_Research:GenerateResearchBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
02:01:42:815STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock12 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock8.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
02:01:44:323STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GenerateDistrictProxy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GetWorldPositionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:ComputeExpansionScoreAtPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GetWorldPositionExpansionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:GenerateBuildingMessageForExtension(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:GenerateBuildingMessages() AILayer_Production:CreateLocalNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity_City:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
02:01:45:848STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:47:190STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:47:191STACKQuestManager: Skipping EventBeginTurn on loading.
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:48:313STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:48:522STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:48:523STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:52:180STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:52:488STACKUnable to find to spwawn WaterPOI
HxCliffAndRidgePatchRenderer:SpawnWaterPOI(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxCliffAndRidgePatchRenderer:RegenerateCliffs(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AbstractCliffAndRidgePatchRenderer+c__Iterator740:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PatchRenderer:RegenerateIFN() PatchRenderer:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPatch:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldRenderer:Draw(System.Reflection.ParameterInfo) WorldRenderer:LateUpdate()
02:01:54:910STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:55:260STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:55:592STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:01:58:179STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=5645 for GenericCommander Priority 0.1552975
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:01:58:369STACKLOCKING: Error when assigning commander mission AICommanderMission_BailToCity Guid 6214, current infroamtion Unit locked by AICommanderMission_BailToCity=5669 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:03:001STACKOrder preprocessing failed because the target destination has not enough room for the transfered units.
DepartmentOfDefense:TransferUnitsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:03:659STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:03:660STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:08:049STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:08:049STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:08:050STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:12:580STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:13:005STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:13:005STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:13:271STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:13:271STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:14:055STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:14:056STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:17:760STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:17:760STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:21:149STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:21:149STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:22:616STACKGotoAndAttack Preprocessor. Attacker=7015, Defender=3956.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:22:616STACKOrder preprocessing failed because the defender is moving. Attacker=7015, Defender=3956.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:23:100STACKQuest reward has no droppables.
QuestInstruction_UpdateStep:Execute(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:23:100STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:24:951STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:02:24:951STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:25:424STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:425STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:425STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:425STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:425STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:425STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:426STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:426STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:426STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:426STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:426STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:25:426STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:26:296STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:26:297STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:04:34:790STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:34:790STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_AttackAndTameKaijuDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,NavyFortress,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,,,,,AICommanderMission_ColossusArmySupport,,,,,,,,,,,
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:40:690STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:40:690STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:40:690STACK[Desync] 'PointOfInterest#1161' has been reattached to 'City#6042' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:40:690STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:40:690STACK[Desync] 'PointOfInterest#1124' has been reattached to 'City#2123' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:41:437STACK[Kaiju] Kaiju Empire [Чака] Relocation Formula Result: [7.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() GameClient+c__Iterator6CF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:04:44:056STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:06:771STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#000001A3, Ticket: 000000A7
DepartmentOfDefense+c__Iterator1EE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:06:771STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 7837, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.
DepartmentOfDefense+c__Iterator1EE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:06:993STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).
DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
02:05:13:791STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) MajorEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:13:791STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:13:792STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:13:992STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:14:186STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:16:675STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
02:05:19:980STACKAI don't want to research technology TechnologyDefinitionTradeRouteBonus1 anymore. AI now wants technology TechnologyDefinitionArmorUncommonTier1.
AILayer_Research:GenerateResearchBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
02:05:24:012STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:24:682STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:24:682STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:24:682STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 10.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:25:017STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:25:018STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:25:405STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:25:674STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000001CE, empire: 94, guid: 7863, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:25:674STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000001CF, empire: 78, guid: 7867, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:25:884STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000001D1, empire: 46, guid: 7872, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:25:884STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000001D2, empire: 44, guid: 7876, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:26:240STACKRegister new contract DiplomaticContract 7882 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 0 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator6AB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:29:720STACKContract 7882 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:31:174STACKPreprocessor failed because the tile (77,54) is not stopable for army 3060.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:35:945STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=6163 for GenericCommander Priority 0.6
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:35:945STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=6164 for GenericCommander Priority 0.6
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:35:945STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_AttackAndTameKaijuDefault=4878 for GenericCommander Priority 0.6
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:36:552STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=6194 for GenericCommander Priority 0.2789882
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:37:002STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:39:007STACKLOCKING: AICommanderMission_PacifyVillage tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:39:007STACKPreprocessor failed because the tile (42,86) is not stopable for army 3347.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:39:580STACKPreprocessor failed because the tile (71,69) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:41:770STACKPreprocessor failed because the tile (18,7) is not stopable for army 4932.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:43:413STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
02:05:44:876STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
02:05:44:876STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:45:161STACKPreprocessor failed because the tile (9,76) is not stopable for army 4213.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:45:650STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:46:094STACKPreprocessor failed because the tile (10,77) is not stopable for army 5107.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:46:094STACKPreprocessor failed because the tile (16,75) is not stopable for army 7771.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:46:095STACKPreprocessor failed because the tile (67,68) is not stopable for army 4101.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:46:322STACKPreprocessor failed because the tile (67,80) is not stopable for army 7290.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:46:522STACKPreprocessor failed because the tile (17,6) is not stopable for army 4932.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:47:657STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:47:855STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:47:855STACKGotoAndAttack Preprocessor. Attacker=3474, Defender=4623.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:47:855STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:47:855STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:48:088STACKArmyGoToAndAttackInstruction: lock target 4623.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:48:089STACKGotoAndAttack Preprocessor. Attacker=7327, Defender=6035.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:48:089STACKOrder preprocessing failed because the target destination garrison 7405 is in an encounter.
DepartmentOfDefense:TransferUnitsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:48:089STACKOrder preprocessor failed because it is impossible to find a path to reach destination (-1,-1) from (46,8).
DepartmentOfTransportation:GoToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:48:337STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:49:711STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:50:882STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:50:883STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:50:883STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:50:883STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:50:883STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:50:884STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:50:884STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:50:884STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:50:885STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:51:113STACKArmyGoToAndAttackInstruction: Unlock target 4623.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:51:114STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:51:114STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:53:931STACKPreprocessor failed because the tile (62,60) is not stopable for army 3063.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:53:932STACKPreprocessor failed because the tile (77,55) is not stopable for army 3060.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:53:932STACKPreprocessor failed because the tile (14,47) is not stopable for army 2909.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:55:090STACKPreprocessor failed because the tile (66,81) is not stopable for army 5332.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:55:533STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:55:533STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:55:533STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:55:533STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:55:534STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
02:05:56:080STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission_RegroupArmyAt:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:57:109STACKPreprocessor failed because the tile (15,47) is not stopable for army 5382.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:58:746STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:05:58:952STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
02:06:03:365STACKPreprocessor failed because the tile (66,69) is not stopable for army 4101.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:03:698STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:03:910STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:03:910STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:05:377STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:05:573STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:283STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:283STACKOrder preprocessor failed because it is impossible to find a path to reach destination (-1,-1) from (8,74).
DepartmentOfTransportation:GoToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:497STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:497STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:498STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:677STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:677STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:677STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:06:677STACKOrder preprocessor failed because the army is in a besieged city and try to move out without breaking the siege first. Army = 7889
DepartmentOfTransportation:GoToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
02:06:06:951STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:07:248STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:08:036STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:09:661STACKPreprocessor failed because the tile (75,57) is not stopable for army 4270.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:09:661STACKPreprocessor failed because the tile (16,48) is not stopable for army 4014.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:10:790STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
02:06:11:767STACKEventBoosterActivated! (booster definition name: 'BoosterFood').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:11:768STACKEventBoosterStarted! (booster definition name: 'BoosterFood').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:11:768STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:13:533STACKOrder preprocessor failed because it is impossible to find a path to reach destination (-1,-1) from (52,26).
DepartmentOfTransportation:GoToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:14:018STACKGotoAndAttack Preprocessor. Attacker=7889, Defender=7663.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:14:225STACKArmyGoToAndAttackInstruction: lock target 7663.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:14:225STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:14:225STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:15:213STACKArmyGoToAndAttackInstruction: Attack target: 7663
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:15:213STACKArmyGoToAndAttackInstruction: Unlock target 7663.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:15:411STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:15:411STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:15:411STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:17:486STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission_RegroupArmyAt:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:19:344STACKThe construction 7923 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:19:984STACKBefore 5556 to 0: II Архарово Воинство (7889) at -1 Оэнга (4394) at 0 Алдиничи (5556) at 1 I Филиново Воинство (7092) at 2
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:19:985STACKAfter: II Архарово Воинство (7889) at -1 Оэнга (4394) at 1 Алдиничи (5556) at 0 I Филиново Воинство (7092) at 3
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:19:985STACKBefore 7092 to 2: II Архарово Воинство (7889) at -1 Оэнга (4394) at 1 Алдиничи (5556) at 0 I Филиново Воинство (7092) at 3
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:19:985STACKAfter: II Архарово Воинство (7889) at -1 Оэнга (4394) at 1 Алдиничи (5556) at 0 I Филиново Воинство (7092) at 2
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:21:613STACKVillage hasn't been pacified yet.
DepartmentOfTheInterior:ConvertVillagePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:22:094STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:22:510STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:22:510STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:22:510STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:23:331STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:23:331STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:23:331STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:23:657STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
02:06:23:657STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury12').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:23:657STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury12').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:23:657STACKBooster BoosterLuxury12 does not have an activations counter property named 'BoosterLuxury12Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:23:958STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:23:958STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:25:939STACKGotoAndAttack Preprocessor. Attacker=7327, Defender=4363.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:28:107STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:28:107STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:28:488STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:28:488STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:28:488STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
02:06:55:061STACKPreprocessor failed because the tile (58,103) is not stopable for army 7496.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:06:46:030STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction:OnCounterProposalCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
03:06:46:253STACKContract 7882 pass from state Proposed to state Negotiation.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:06:46:255STACKDiplomaticContract.State = Negotiation
NotificationPanelDiplomaticInteraction:OnChangeDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6E9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:08:02:269STACKContract 7882 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:08:02:377STACKContract 7882 pass from state Proposed to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:08:06:937STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
03:12:37:825STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:12:37:825STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:12:45:322STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:12:45:323STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:12:45:323STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:12:45:323STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OrbManager:GetOrbValueAtPosition(System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:17:58:962STACKSteamClientCallbacks_SteamServersDisconnected
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServersDisconnected(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:17:59:099STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:18:12:198STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:18:55:347STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:19:39:306STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:20:14:350STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:23:12:401STACKGotoAndAttack Preprocessor. Attacker=5285, Defender=7872.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:23:12:596STACKArmyGoToAndAttackInstruction: lock target 7872.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:23:13:744STACKArmyGoToAndAttackInstruction: Attack target: 7872
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:23:13:744STACKArmyGoToAndAttackInstruction: Unlock target 7872.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:23:23:207STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:23:23:207STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:23:47:500STACKGoToAndExecutePreprocessor
DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
03:23:48:889STACKThere are more RemoveInteractionLock than AddInteractionLock, this should not happen.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6BF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:24:11:337STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:24:11:560STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:24:11:794STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:24:34:360STACKThe construction 7933 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:10:402STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:10:402STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:10:606STACKPreprocessor failed because the tile (21,72) is not stopable for army 7502.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:17:986STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:17:986STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:17:986STACK[Desync] 'PointOfInterest#1021' has been reattached to 'City#7210' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:17:986STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:17:986STACK[Desync] 'PointOfInterest#1015' has been reattached to 'City#2216' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:17:986STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:17:986STACK[Desync] 'PointOfInterest#548' has been reattached to 'City#3868' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:17:986STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:25:20:729STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:31:971STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:25:42:044STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:25:48:672STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) MajorEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:48:672STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:48:672STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:48:894STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:49:085STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:50:697STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
03:25:50:697STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
03:25:51:877STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock7.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
03:25:55:927STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:412STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:412STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:948STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:948STACKUnable to retrieve the 'TerrainTagOcean' descriptor from the database.
DepartmentOfTheInterior:RemoveSimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:RemoveAnyTerrainTypeDescriptor(System.Reflection.ParameterInfo) District:RefreshTerrainDescriptors() District:OnWorldTerraformed(System.Reflection.ParameterInfo) District:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6D7:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:948STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:RemoveSimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:RemoveAnyAnomalyDescriptor(System.Reflection.ParameterInfo) District:RefreshTerrainDescriptors() District:OnWorldTerraformed(System.Reflection.ParameterInfo) District:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6D7:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:948STACKUnable to retrieve the 'TerrainTagOcean' descriptor from the database.
DepartmentOfTheInterior:RemoveSimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:RemoveAnyTerrainTypeDescriptor(System.Reflection.ParameterInfo) District:RefreshTerrainDescriptors() District:OnWorldTerraformed(System.Reflection.ParameterInfo) District:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6D7:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:948STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:RemoveSimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:RemoveAnyAnomalyDescriptor(System.Reflection.ParameterInfo) District:RefreshTerrainDescriptors() District:OnWorldTerraformed(System.Reflection.ParameterInfo) District:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6D7:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:948STACKUnable to retrieve the 'TerrainTagOcean' descriptor from the database.
DepartmentOfTheInterior:RemoveSimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:RemoveAnyTerrainTypeDescriptor(System.Reflection.ParameterInfo) District:RefreshTerrainDescriptors() District:OnWorldTerraformed(System.Reflection.ParameterInfo) District:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6D7:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:56:948STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:RemoveSimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:RemoveAnyAnomalyDescriptor(System.Reflection.ParameterInfo) District:RefreshTerrainDescriptors() District:OnWorldTerraformed(System.Reflection.ParameterInfo) District:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6D7:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:57:160STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:57:160STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:57:160STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000011FA, empire: 74, guid: 7982, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:57:499STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000011FE, empire: 33, guid: 7989, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:57:674STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:57:931STACKRegister new contract DiplomaticContract 7995 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator6AB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:25:58:346STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
03:26:01:963STACKPreprocessor failed because the tile (75,57) is not stopable for army 4270.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:963STACKDiplomatic relation between empire 1 and empire 6: Remove ability TradeRoute
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:963STACKDiplomatic relation between empire 1 and empire 6: Remove ability Peace
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:963STACKDiplomatic relation between empire 1 and empire 6: Remove ability PassThroughArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:963STACKDiplomatic relation between empire 1 and empire 6: Remove ability NoAggression
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:963STACKDiplomatic relation between empire 1 and empire 6: Remove ability ImmuneToDefensiveImprovements
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:964STACKDiplomatic relation between empire 6 and empire 1: Remove ability TradeRoute
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:964STACKDiplomatic relation between empire 6 and empire 1: Remove ability Peace
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:964STACKDiplomatic relation between empire 6 and empire 1: Remove ability PassThroughArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:964STACKDiplomatic relation between empire 6 and empire 1: Remove ability NoAggression
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:964STACKDiplomatic relation between empire 6 and empire 1: Remove ability ImmuneToDefensiveImprovements
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:01:964STACKContract 7995 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:03:293STACKPreprocessor failed because the tile (75,58) is not stopable for army 3060.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:04:668STACKPreprocessor failed because the tile (68,71) is not stopable for army 5896.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:05:739STACKPreprocessor failed because the tile (64,70) is not stopable for army 7463.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:05:739STACKPreprocessor failed because the tile (67,71) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:06:148STACKLOCKING: Error when assigning commander mission AICommanderMission_BailToCity Guid 6376, current infroamtion Unit locked by AICommanderMission_BailToCity=6311 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:07:126STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
03:26:08:328STACKPreprocessor failed because the tile (65,68) is not stopable for army 4101.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:09:322STACKPreprocessor failed because the tile (68,71) is not stopable for army 5892.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:09:709STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:09:709STACKEventBoosterActivated! (booster definition name: 'BoosterFood').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:09:709STACKEventBoosterStarted! (booster definition name: 'BoosterFood').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:09:709STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:09:893STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:13:106STACKPreprocessor failed because the tile (57,96) is not stopable for army 7500.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:13:993STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:13:993STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:14:858STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:14:858STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:15:067STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:15:067STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:15:067STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:18:041STACKPreprocessor failed because the tile (74,59) is not stopable for army 4270.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:20:125STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:26:20:640STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:20:869STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:20:869STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:21:559STACKPreprocessor failed because the tile (74,60) is not stopable for army 3060.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:22:705STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
03:26:23:157STACKOrder preprocessor failed because it is impossible to find a path to reach destination (-1,-1) from (33,91).
DepartmentOfTransportation:GoToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:25:031STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:26:078STACKPreprocessor failed because the tile (66,70) is not stopable for army 7463.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:26:078STACKGotoAndAttack Preprocessor. Attacker=5723, Defender=3956.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:26:207STACKArmyGoToAndAttackInstruction: lock target 3956.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:26:951STACKPreprocessor failed because the tile (5,71) is not passable for army 7467.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:26:952STACKPreprocessor failed because the tile (5,71) is not stopable for army 7467.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:27:255STACKArmyGoToAndAttackInstruction: Unlock target 3956.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:27:849STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:28:005STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:28:005STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:28:005STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:29:707STACKPreprocessor failed because the tile (74,61) is not stopable for army 3060.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:29:926STACKOrder preprocessing failed because the distance between the attacker and the defender is not equal to 1 tile.(attacker = 7366, defender = 7016), distance = 2.
DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:30:694STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:30:694STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:30:694STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:30:694STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:30:694STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:30:694STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:30:695STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:30:695STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:30:695STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:26:31:294STACKPreprocessor failed because the tile (66,69) is not stopable for army 5896.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:31:481STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:31:666STACKGotoAndAttack Preprocessor. Attacker=7184, Defender=6683.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:32:055STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:32:221STACKOrder preprocessing failed because the constructible element ResourceExtractor_Strategic1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:33:587STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:33:587STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:34:088STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:34:088STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:35:142STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:36:875STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:38:383STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:43:395STACKPreprocessor failed because the tile (13,3) is not stopable for army 4176.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:43:606STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:43:607STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:43:607STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:48:493STACKGotoAndAttack Preprocessor. Attacker=5723, Defender=3956.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:48:679STACKArmyGoToAndAttackInstruction: lock target 3956.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:49:827STACKArmyGoToAndAttackInstruction: Attack target: 3956
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:49:827STACKArmyGoToAndAttackInstruction: Unlock target 3956.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:453STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:453STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:805STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:805STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:805STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:806STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:806STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:806STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:806STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:806STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:806STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectOrbSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:807STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:807STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:953STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:954STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:50:954STACKBooster BoosterLuxury14 does not have an activations counter property named 'BoosterLuxury14Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:52:818STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:52:819STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:55:486STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:56:195STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:26:57:412STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:57:555STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:57:556STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:26:57:556STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:27:36:026STACKPreprocessor failed because the tile (47,78) is not stopable for army 7674.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:28:18:518STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:29:13:155STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:29:13:426STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:29:48:169STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:30:51:224STACKGoToAndExecutePreprocessor
DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
03:31:07:628STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:32:00:942STACKGoToAndExecutePreprocessor
DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
03:36:19:325STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:19:325STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,,,,AICommanderMission_ColossusArmySupport,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_BailToCity,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,,,AICommanderMission_BailToCity,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,AICommanderMission_RoamingDefault
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:740STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:740STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACK[Desync] 'PointOfInterest#1162' has been reattached to 'City#6042' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACK[Desync] 'PointOfInterest#259' has been reattached to 'City#2700' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACK[Desync] 'PointOfInterest#115' has been reattached to 'City#7095' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACK[Desync] 'PointOfInterest#398' has been reattached to 'City#7095' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACK[Desync] 'PointOfInterest#365' has been reattached to 'City#7095' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:741STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:742STACK[Desync] 'PointOfInterest#1016' has been reattached to 'City#2216' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:742STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:742STACK[Desync] 'PointOfInterest#349' has been reattached to 'City#3868' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:742STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:742STACK[Desync] 'PointOfInterest#545' has been reattached to 'City#2123' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:26:742STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:36:27:238STACK[Kaiju] Kaiju Empire [Факир] Relocation Formula Result: [2.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() GameClient+c__Iterator6CF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:29:424STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:29:661STACK[Quest] Applying quest world effect QuestWorldEffect#0008 for 5 turns
QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo) GameClient+c__Iterator6C6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:36:36:345STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:36:46:543STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:37:00:444STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) MajorEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:00:445STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:00:445STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:00:696STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:00:951STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:02:472STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock15.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
03:37:02:472STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
03:37:07:306STACKThe agent NetEmpireMoney init value is out of agent range -1.879161E-08 not in [0,1]. it will be clamped.
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
03:37:08:016STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:08:638STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:08:638STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:08:638STACKQuest 'SideQuestPOI#0018', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:08:638STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMimics
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:RebuildVillage(System.Reflection.ParameterInfo) DepartmentOfCreepingNodes:SetupInfectedVillage(System.Reflection.ParameterInfo) DepartmentOfCreepingNodes:CheckCompletedNodes() DepartmentOfCreepingNodes+c__Iterator1CD:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:08:639STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:37:08:866STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:09:145STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:17:194STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:17:438STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:17:658STACKPreprocessor failed because the tile (65,69) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:17:658STACKPreprocessor failed because the tile (63,68) is not stopable for army 7000.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:18:230STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:18:230STACKPreprocessor failed because the tile (65,119) is not stopable for army 4375.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:18:829STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
03:37:18:829STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:19:314STACKPreprocessor failed because the tile (64,70) is not stopable for army 5896.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:19:514STACKPreprocessor failed because the tile (62,69) is not stopable for army 7000.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:20:464STACKPreprocessor failed because the tile (11,118) is not stopable for army 5459.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:22:784STACKPreprocessor failed because the tile (71,69) is not stopable for army 6492.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:22:784STACKPreprocessor failed because the tile (64,79) is not stopable for army 7290.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:25:663STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:25:663STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:25:663STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:25:861STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:26:648STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:26:648STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:26:648STACKPreprocessor failed because the tile (12,119) is not stopable for army 5459.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:28:090STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:28:090STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:28:090STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:28:306STACKOrder preprocessing failed because the target destination has not enough room for the transfered units.
DepartmentOfDefense:TransferUnitsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
03:37:28:306STACKGotoAndAttack Preprocessor. Attacker=7989, Defender=7891.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:28:306STACKOrder preprocessing failed because the defender is moving. Attacker=7989, Defender=7891.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:28:707STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:28:947STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:29:984STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:31:735STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
03:37:31:908STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:33:426STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:33:427STACKOrder preprocessing failed because the distance between the attacker and the defender is not equal to 1 tile.(attacker = 4757, defender = 7327), distance = 2.
DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:36:124STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
03:37:36:326STACKPreprocessor failed because the tile (66,0) is not stopable for army 4375.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:37:747STACKPreprocessor failed because the tile (18,7) is not stopable for army 6918.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:37:876STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:38:042STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:38:328STACKPreprocessor failed because the tile (70,70) is not stopable for army 6492.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:38:709STACKPreprocessor failed because the tile (17,74) is not stopable for army 7890.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:38:709STACKPreprocessor failed because the tile (72,69) is not stopable for army 6492.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:38:834STACKPreprocessor failed because the tile (17,73) is not stopable for army 7771.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:39:621STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:40:195STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:40:196STACKBefore 2137 to 0: I Опаляющее Пламя (7016) at -1 I Жгучее Пламя (6599) at 0 Илдлиэа (2137) at 1 Лагерь големов: Илдлиэа (4742) at 2
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:40:196STACKAfter: I Опаляющее Пламя (7016) at -1 I Жгучее Пламя (6599) at 1 Илдлиэа (2137) at 0 Лагерь големов: Илдлиэа (4742) at 3
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:40:196STACKBefore 4742 to 2: I Опаляющее Пламя (7016) at -1 I Жгучее Пламя (6599) at 1 Илдлиэа (2137) at 0 Лагерь големов: Илдлиэа (4742) at 3
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:40:196STACKAfter: I Опаляющее Пламя (7016) at -1 I Жгучее Пламя (6599) at 1 Илдлиэа (2137) at 0 Лагерь големов: Илдлиэа (4742) at 2
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:41:150STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:41:952STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:42:958STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:42:958STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:42:959STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:42:959STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:43:698STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
03:37:44:075STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:44:076STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:44:610STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:44:610STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:44:610STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:44:610STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:44:748STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:44:748STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:44:748STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:45:881STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1284'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:49:263STACKEventBoosterActivated! (booster definition name: 'BoosterFood').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:49:263STACKEventBoosterStarted! (booster definition name: 'BoosterFood').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:49:263STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:49:637STACKThe construction 8125 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:49:868STACKGotoAndAttack Preprocessor. Attacker=6978, Defender=6347.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:50:000STACKArmyGoToAndAttackInstruction: lock target 6347.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:51:045STACKArmyGoToAndAttackInstruction: Unlock target 6347.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:53:049STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:53:049STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:53:049STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:53:049STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:53:050STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:56:385STACKGotoAndAttack Preprocessor. Attacker=3647, Defender=4613.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:56:385STACKGotoAndAttack Preprocessor. Attacker=6978, Defender=6347.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:37:58:762STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:01:337STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury4').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:01:337STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury4').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:01:337STACKBooster BoosterLuxury4 does not have an activations counter property named 'BoosterLuxury4Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:01:864STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:01:982STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:01:983STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:01:983STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:03:715STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:03:715STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:05:378STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:05:378STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8142, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:05:378STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:05:378STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 4, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:05:536STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001EB6, empire: 99, guid: 8142, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:38:11:479STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:39:05:669STACKGoToAndExecutePreprocessor
DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
03:39:20:463STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:40:00:330STACKNot enough action points.
Army:HasEnoughActionPoint(System.Reflection.ParameterInfo) ArmyWorldCursor:ValidatePath() ArmyWorldCursor:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorUp(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
03:40:22:794STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
03:40:34:243STACKGoToAndExecutePreprocessor
DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
03:41:10:367STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:41:10:367STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:41:50:811STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:41:50:811STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:41:50:811STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:42:42:027STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) MajorEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalPanel:OnSaveCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
03:42:42:027STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalPanel:OnSaveCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
03:42:42:027STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalPanel:OnSaveCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
03:43:28:709STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:43:28:710STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:43:28:710STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:43:28:710STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:43:28:711STACKContract 7328 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:43:32:788STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
03:43:55:453STACKGotoAndAttack Preprocessor. Attacker=7444, Defender=5723.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:43:55:651STACKArmyGoToAndAttackInstruction: lock target 5723.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:43:57:774STACKArmyGoToAndAttackInstruction: Attack target: 5723
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:43:57:774STACKArmyGoToAndAttackInstruction: Unlock target 5723.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
03:44:12:622STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo) NotificationPanelEncounterSetup+c__Iterator406:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
03:44:19:455STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:47:29:579STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:47:36:108STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:47:36:108STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:48:00:462STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:48:17:097STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:52:12:758STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:52:56:223STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:54:34:669STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
03:55:50:950STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:56:58:341STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:58:37:261STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
03:58:55:249STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
04:00:33:863STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:LaunchBattleVisualEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_BattleVisualEffect:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleDirector:NotifyBattleVisualEffectToUnitAndPawns(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldBattleEventBattleAction:Execute() WorldBattleUnit:EventUpdate() WorldBattleUnit:Update()
04:01:43:308STACKLoading file 'C:\Users\XE\Documents\Endless Legend\Save Files\Микара - Ход 67.sav'
LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:01:54:201STACK[GameServer][Net] SteamGameServer is null. Forcing shutdown anyway...
GameServer:Disconnect() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:201STACKThe 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()
04:01:54:201STACKUnloading game; destroying the world view technique...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:201STACKReleasing the current world view technique...
WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:201STACKInsideFramePostProcess.Unload
InsideFramePostProcess:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:201STACKUnloading game; destroying all world patches...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:202STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:202STACKGame has been released.
Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:202STACKThe 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()
04:01:54:202STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).
Session:.ctor() System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:202STACKThe 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()
04:01:54:202STACKThe 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()
04:01:54:202STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148
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()
04:01:54:202STACK[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()
04:01:54:203STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:01:54:203STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:01:54:203STACK[Lobby] SlotCount: total=0, occupied=0, free=0.
RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnNumberOfMajorFactionsChanged() RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:01:54:203STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:01:54:203STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:01:54:203STACK[SessionState] SessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:203STACK[SessionState] SessionState_OpenedAndLaunching.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:203STACKLaunching the game server...
Session:IGameServerLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator6F9:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:203STACKLaunching the game client...
Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator6F9:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:203STACKGameServerState_InitializeServer.
GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:204STACKGameServerState_LaunchGame.
GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:204STACKGameClientState_WaitingForServer
GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:204STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:01:54:267STACKWaiting for the ignition of all game ancillaries...
Amplitude.Unity.Game.Game+c__Iterator56:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:267STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x0110000105458159', steamIDUser: '0x0110000105458159'.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:267STACK[Net] [GameClient] Got initiate connection response from server.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:295STACK[SessionState] SessionState_OpenedAndLaunched.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:338STACKGameClientState_ConnectedToServer.
GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:339STACKGameClientState_LaunchGame.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:339STACK[Dump] GameManager.DumpingMethod = Binary
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:01:54:339STACKWaiting 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()
04:01:54:400STACKAll game ancillaries have been ignited.
Amplitude.Unity.Game.Game+c__Iterator56:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:401STACKLoading from archive 'C:\Users\XE\Documents\Endless Legend\Save Files\Микара - Ход 67.sav'...
GameManager+c__Iterator2E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:401STACKUsing path to archive: 'C:\Users\XE\Documents\Endless Legend\Save Files\Микара - Ход 67.sav'
GameManager+c__Iterator2E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:401STACKThe world has been initialized (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 0 of type LavaRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 1 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 2 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 3 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 4 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 5 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 6 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 7 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 8 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 9 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 10 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 11 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 12 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 13 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 14 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 15 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 16 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:964STACKProcessing river 17 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 18 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 19 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 20 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 21 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 22 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 23 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 24 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 25 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 26 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 27 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 28 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKProcessing river 29 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:965STACKThe world has been loaded (in 0.5521345 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:54:991STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:022STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:053STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:084STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:115STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:147STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:178STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:209STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:244STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.
PathfindingManager:InitializeRules() PathfindingManager+c__Iterator134:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:312STACKThe pathfinding service is ready.
PathfindingManager:OnPathfindingServiceReady() PathfindingManager+c__Iterator134:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:312STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0926462 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:343STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:377STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:409STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:439STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.000999 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:472STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:506STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:541STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:576STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:611STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:643STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:682STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:714STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:745STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:779STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:812STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:848STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:881STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:918STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:950STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:55:981STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:01:56:014STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:491STACKTrying to load an army without units. Army GUID: 3227
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) MajorEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:492STACK[Kaiju] Kaiju Empire [Казар] Relocation Formula Result: [5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:492STACK[Kaiju] Kaiju Empire [Чака] Relocation Formula Result: [7.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:492STACKTrying to load an army without units. Army GUID: 4546
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:492STACK[Kaiju] Kaiju Empire [Факир] Relocation Formula Result: [2.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:492STACKTrying to load an army without units. Army GUID: 6676
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:493STACKRegister new contract DiplomaticContract 2108 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:493STACKRegister new contract DiplomaticContract 3140 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 PeaceToWar Proposer: 0 Provider: 0 Receiver: 1 DestinationState: DiplomaticRelationStateWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:494STACKRegister new contract DiplomaticContract 4120 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 0 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 0 Provider: 1 Receiver: 0 ResourceName: Orb Amount: 11.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:494STACKRegister new contract DiplomaticContract 4121 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 1.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:494STACKRegister new contract DiplomaticContract 4122 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 5.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:494STACKRegister new contract DiplomaticContract 4290 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:495STACKRegister new contract DiplomaticContract 4381 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:495STACKRegister new contract DiplomaticContract 4622 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 5 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 5 Receiver: 6 Technology: TechnologyDefinitionIndustry2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:495STACKRegister new contract DiplomaticContract 4772 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:496STACKRegister new contract DiplomaticContract 4773 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:496STACKRegister new contract DiplomaticContract 4955 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:496STACKRegister new contract DiplomaticContract 5469 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 5.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:496STACKRegister new contract DiplomaticContract 5539 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Refused Revision: 0 OpenBorders Proposer: 3 Provider: 3 Receiver: 6 OpenBorders Proposer: 3 Provider: 6 Receiver: 3 ResourceDeal Proposer: 3 Provider: 6 Receiver: 3 ResourceName: Strategic3 Amount: 41.6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:497STACKRegister new contract DiplomaticContract 6117 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 1 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 1 Receiver: 6 Technology: TechnologyDefinitionMarketplaceResources.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:497STACKRegister new contract DiplomaticContract 6280 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 ColdWarToWar Proposer: 1 Provider: 1 Receiver: 2 DestinationState: DiplomaticRelationStateWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:497STACKRegister new contract DiplomaticContract 6281 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 6 Provider: 2 Receiver: 6 ResourceName: Strategic6 Amount: 42.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:497STACKRegister new contract DiplomaticContract 6821 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 CommercialAgreement Proposer: 1 Provider: 1 Receiver: 0.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:498STACKRegister new contract DiplomaticContract 6822 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 ColdWarToPeaceDeclaration Proposer: 6 Provider: 6 Receiver: 1 DestinationState: DiplomaticRelationStatePeace.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:498STACKRegister new contract DiplomaticContract 7077 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 3 Receiver: 6 Technology: TechnologyDefinitionDust2 TechnologyDeal Proposer: 6 Provider: 3 Receiver: 6 Technology: TechnologyDefinitionDust3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:498STACKRegister new contract DiplomaticContract 7294 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 4 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 4 Receiver: 6 Technology: TechnologyDefinitionColossusDust.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:499STACKRegister new contract DiplomaticContract 7328 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:499STACKRegister new contract DiplomaticContract 7667 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 2 Receiver: 6 Technology: TechnologyDefinitionArmySize2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:499STACKRegister new contract DiplomaticContract 7882 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 ResearchAgreement Proposer: 1 Provider: 1 Receiver: 0 MapExchange Proposer: 0 Provider: 0 Receiver: 1.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:499STACKRegister new contract DiplomaticContract 7995 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 PeaceToColdWar Proposer: 1 Provider: 1 Receiver: 6 DestinationState: DiplomaticRelationStateColdWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:500STACKLoad game with difficulty Serious and speed Fast.
Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:500STACKThe department of defense was asked to add an army (guid #3227) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:500STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:500STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:500STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:500STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:500STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:501STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:501STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:501STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:501STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:501STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:501STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:501STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:502STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:502STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:502STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:502STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:502STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:502STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:502STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:503STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:503STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:503STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:503STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:503STACKThe department of defense was asked to add an army (guid #4546) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:503STACKThe department of defense was asked to add an army (guid #6676) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:503STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:504STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:504STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:504STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:504STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:504STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:504STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKRegistering new data (name: NumberOfLandRegions, value: 87)
VictoryManager+c__Iterator196:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 7223
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 4444
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 4445
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:505STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 4446
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:506STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock1 set to require Luxury4.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:506STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock2 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:506STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock3 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:506STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock1 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:506STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock2 set to require Luxury4.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:506STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock3 set to require Luxury5.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock1 set to require Luxury3.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock2 set to require Luxury2.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock3 set to require Luxury3.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKKaiju Unlock TechnologyDefinitionKaiju1And2 set to require Luxury6.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKKaiju Unlock TechnologyDefinitionKaiju1And3 set to require Luxury10.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKKaiju Unlock TechnologyDefinitionKaiju2And3 set to require Luxury9.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKKaiju Unlock TechnologyDefinitionAllKaijus set to require Luxury12.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKThe 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__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKThe 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__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:14:507STACKGameServerState_GameLaunchedAndReady.
GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:02:14:507STACKGameClientState_GameLaunched.
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:02:14:507STACK[PlayerRepository] Player 'rustamgm4x' has been registered (Human/Local) on Empire #0.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:02:14:508STACK[PlayerRepository] Player 'ИИ#1' has been registered (AI/Local) on Empire #1.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:02:14:508STACK[PlayerRepository] Player 'ИИ#2' has been registered (AI/Local) on Empire #2.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:02:14:508STACK[PlayerRepository] Player 'ИИ#3' has been registered (AI/Local) on Empire #3.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:02:14:508STACK[PlayerRepository] Player 'ИИ#4' has been registered (AI/Local) on Empire #4.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:02:14:508STACK[PlayerRepository] Player 'ИИ#5' has been registered (AI/Local) on Empire #5.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:02:14:508STACK[PlayerRepository] Player 'ИИ#6' has been registered (AI/Local) on Empire #6.
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()
04:02:14:508STACK[PlayerRepository] Player 'ИИ#7' has been registered (AI/Local) on Empire #7.
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()
04:02:14:508STACKChanging 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()
04:02:14:508STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:508STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:508STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:508STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:508STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:02:14:509STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:02:14:509STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:02:14:509STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:02:14:575STACKCamera controller set!
WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:02:14:575STACKInitializing the render view technique...
WorldView+c__Iterator780:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:02:14:575STACKWaiting for the ignition of all world view technique ancillaries...
WorldViewTechnique+c__Iterator74D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:02:16:327STACKAll world view technique ancillaries have been ignited.
WorldViewTechnique+c__Iterator74D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:16:327STACKGeometry is not uptodate : TerrainTypeVersion = 87, atlas version = 93
DefaultWorldViewTechnique:CheckWorldDataUpToDate(System.Reflection.ParameterInfo) DefaultWorldViewTechnique+c__Iterator753:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:16:458STACKstartInfo.FileName = D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/Amplitude.WorldGenerator.exe
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:16:458STACKstartInfo.WorkingDirectory = D:/Program Files (x86)/Steam/steamapps/common/Endless Legend/EndlessLegend_Data/../Public/WorldGenerator/
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:16:458STACKstartInfo.Arguments = -config "C:\Users\XE\Documents\Endless Legend\Temporary Files\WorldGeneratorConfiguration.xml"
WorldGenerator:CreateStartInfo() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:16:458STACKStarting the world generator process...
WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:16:458STACKThe world generator process has been started (with return value 'True').
WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:18:245STACK[WorldGenerator] [Report?ProcessSettings]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:18:468STACK[WorldGenerator] [Report?StartingGeometryGeneration]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:18:564STACK[WorldGenerator] [Report?GeometryGenerating1]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:18:922STACK[WorldGenerator] [Report?GeometryGenerating2]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:39:556STACK[WorldGenerator] [Report?GeometryGenerating3]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:42:640STACK[WorldGenerator] [Report?GeometryGenerating4]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:43:382STACK[WorldGenerator] [Report?GeometryTesselation]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:49:498STACK[WorldGenerator] [Report?SavingGeometry]
WorldGenerator:PrintLogData() WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:51:794STACKThe world generator process has exited with code '0'.
WorldGenerator+c__Iterator2FA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:51:794STACKThe world geometry generation process has finished.
WorldGenerator+c__Iterator2F8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:51:794STACKLoading the render view technique...
WorldView+c__Iterator780:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:51:794STACKHxTechniqueGraphicData.Load Begin
HxTechniqueGraphicData+c__Iterator759:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:625STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:625STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:625STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:626STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:626STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:626STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:626STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:626STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:793STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:793STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:794STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:794STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:794STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:794STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:794STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:794STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:996STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:996STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:996STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:996STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:996STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:997STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:997STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:58:997STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:025STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:025STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:026STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:026STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:026STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:026STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:026STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:026STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:057STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:058STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:058STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:058STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:058STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:058STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:059STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:059STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:089STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:089STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:089STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:089STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:090STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:090STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:090STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:090STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:165STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:165STACKUnable to find instancing policy for mesh [lava].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:166STACKUnable to find instancing policy for mesh [rock_1].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:166STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:166STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:166STACKUnable to find instancing policy for mesh [volcano].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:02:59:166STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:312STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:312STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:312STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:312STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 16.2636768 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:312STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:312STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKUsing double buffering for LookupTexture update : False
VisibilityRenderer+c__Iterator735:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0270872 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'RegionRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0030184 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKRoadRenderer.Load start
RoadRenderer+c__Iterator72F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKRoadRenderer.Load end
RoadRenderer+c__Iterator72F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'RoadRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:313STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0.0009794 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:314STACKInsideFramePostProcess.Load
InsideFramePostProcess+c__Iterator2FF:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:314STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:314STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:314STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:03:34:314STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:03:34:555STACKGameClientState_GameLaunchedAndReady.
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:555STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:555STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:555STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:555STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:556STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:557STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:558STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:559STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:560STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:561STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:562STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:563STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:564STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:565STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:566STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:567STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:568STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:569STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:809STACK[Net][GameServer] GameInProgress
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:809STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:34:809STACKForcing the AI scheduler to load the game because we're about to save another one...
GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:221STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:221STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:221STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:221STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:221STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:221STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:221STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEC:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorED:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKAIMaster AIPlayer: Lesser Empire 99 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEE:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0
AIPlayer_LesserEmpire+c__Iterator4D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKAIMaster AIPlayer_KaijuEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEF:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4883, current infroamtion Unit locked by AICommanderMission_BailToCity=4896 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4883, current infroamtion Unit locked by AICommanderMission_BailToCity=5013 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 3307, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=6356 for GenericCommander Priority 0.1563527
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 3307, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=6356 for GenericCommander Priority 0.1563527
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_DefenseRoaming:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Patrol:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4839, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=6466 for GenericCommander Priority 0.1532642
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4839, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=6466 for GenericCommander Priority 0.1532642
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_DefenseRoaming:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Patrol:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:222STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 6362, current infroamtion Unit locked by AICommanderMission_BailToCity=5655 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 6362, current infroamtion Unit locked by AICommanderMission_BailToCity=5657 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACK[AICommander_Quest] The army GUID is 0
AICommander_Quest:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACK[AICommander_Quest] The army GUID is 0
AICommander_Quest:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKRun thread AIPlayer: Lesser Empire 99.
AIPlayer+c__Iterator42:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKSeason change: new season 'HeatWave', the new season will end at turn 67 (duration: 3 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:223STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:224STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:225STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:624STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:624STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:624STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:624STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:624STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:624STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:624STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:625STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:625STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:625STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:625STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:625STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:625STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:625STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:625STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:626STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:627STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:628STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:629STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:630STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:631STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:632STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:633STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:634STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:635STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:636STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:636STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:636STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:636STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:38:636STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:095STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:095STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:095STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:095STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:096STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:264STACKSkipping interaction because quests have already been triggered (turn: 66, last checked: 66).
VictoryManager:OnBeginTurn() GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:264STACKSkipping check because victory conditions have already been already checked for (turn: 65, last checked: 65).
VictoryManager:IVictoryManagementService.CheckForVictoryConditions(System.Reflection.ParameterInfo) GameServerState_Turn_CheckForGameEndingConditions:CheckForVictoryConditions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:265STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:265STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').
GameServerState_Turn_AI+c__Iterator6F3:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:03:59:265STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_AI+c__Iterator6F3:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:00:303STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:04:00:303STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:04:01:698STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock7 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:04:02:201STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock12 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock15.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:04:02:201STACK[SCORING] BuyEvaluation was canceled while it was the chosen buy evaluation
EvaluableMessage:CancelBuyEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:ApplyProductionEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity_City:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:04:03:061STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GenerateDistrictProxy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GetWorldPositionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:ComputeExpansionScoreAtPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GetWorldPositionExpansionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:GenerateBuildingMessageForExtension(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:GenerateBuildingMessages() AILayer_Production:CreateLocalNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity_City:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:04:03:768STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:04:502STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:04:502STACKQuestManager: Skipping EventBeginTurn on loading.
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:04:594STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:04:594STACK[Quest] Applying quest world effect QuestWorldEffect#0008 for 4 turns
QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo) GameClient+c__Iterator6C6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:05:078STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:05:078STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:05:230STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000034, empire: 55, guid: 8175, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:12:225STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:04:14:690STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=6356 for GenericCommander Priority 0.1487293
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:15:219STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=6466 for GenericCommander Priority 0.1465774
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:16:070STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:16:070STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:19:218STACKUnable to find to spwawn WaterPOI
HxCliffAndRidgePatchRenderer:SpawnWaterPOI(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxCliffAndRidgePatchRenderer:RegenerateCliffs(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AbstractCliffAndRidgePatchRenderer+c__Iterator740:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PatchRenderer:RegenerateIFN() PatchRenderer:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPatch:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldRenderer:Draw(System.Reflection.ParameterInfo) WorldRenderer:LateUpdate()
04:04:22:035STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_BailToCity=6987 for GenericCommander Priority 0.1
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:22:947STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:22:948STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:23:396STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:26:977STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:977STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:977STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:977STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:977STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:977STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:977STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:977STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:978STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:978STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:978STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:978STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:978STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:978STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:978STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:26:978STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:04:27:452STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:27:452STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:27:452STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:29:959STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:29:959STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:30:181STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:31:295STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:31:296STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:31:536STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:31:536STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:31:537STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:32:926STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:34:573STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:34:801STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:37:882STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:37:882STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:39:500STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:41:127STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:04:41:127STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:08:29:819STACKForce level 2 on plan EmpirePlanMilitary
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:08:29:897STACKForce level 3 on plan EmpirePlanMilitary
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:08:30:895STACKForce level 4 on plan EmpirePlanMilitary
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:08:58:024STACKForce level 3 on plan EmpirePlanForeignAffairs
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:08:58:183STACKForce level 4 on plan EmpirePlanForeignAffairs
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:09:39:254STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:09:39:254STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:09:39:254STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:52:225STACKLoading file 'C:\Users\XE\Documents\Endless Legend\Save Files\Mikara67 — копия.zip'
LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:10:57:105STACK[GameServer][Net] SteamGameServer is null. Forcing shutdown anyway...
GameServer:Disconnect() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:105STACKUnloading game; destroying the world view technique...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:105STACKReleasing the current world view technique...
WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:106STACKInsideFramePostProcess.Unload
InsideFramePostProcess:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:106STACKUnloading game; destroying all world patches...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:106STACKThe 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()
04:10:57:106STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:106STACKGame has been released.
Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:107STACKThe 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()
04:10:57:107STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).
Session:.ctor() System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:107STACKThe 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()
04:10:57:107STACKThe 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()
04:10:57:107STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148
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()
04:10:57:107STACK[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()
04:10:57:107STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:10:57:108STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:10:57:108STACK[Lobby] SlotCount: total=0, occupied=0, free=0.
RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnNumberOfMajorFactionsChanged() RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:10:57:108STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:10:57:108STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:10:57:108STACK[SessionState] SessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:108STACK[SessionState] SessionState_OpenedAndLaunching.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:108STACKLaunching the game server...
Session:IGameServerLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator6F9:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:108STACKLaunching the game client...
Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator6F9:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:108STACKGameServerState_InitializeServer.
GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:109STACKGameServerState_LaunchGame.
GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:109STACKGameClientState_WaitingForServer
GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:251STACKWaiting for the ignition of all game ancillaries...
Amplitude.Unity.Game.Game+c__Iterator56:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:252STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x0110000105458159', steamIDUser: '0x0110000105458159'.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:252STACK[Net] [GameClient] Got initiate connection response from server.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:286STACK[SessionState] SessionState_OpenedAndLaunched.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:297STACKGameClientState_ConnectedToServer.
GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:297STACKGameClientState_LaunchGame.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:297STACK[Dump] GameManager.DumpingMethod = Binary
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:10:57:297STACKWaiting 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()
04:10:57:352STACKAll game ancillaries have been ignited.
Amplitude.Unity.Game.Game+c__Iterator56:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:352STACKLoading from archive 'C:\Users\XE\Documents\Endless Legend\Save Files\Mikara67 — копия.zip'...
GameManager+c__Iterator2E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:352STACKUsing path to archive: 'C:\Users\XE\Documents\Endless Legend\Save Files\Mikara67 — копия.zip'
GameManager+c__Iterator2E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:352STACKThe world has been initialized (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:898STACKProcessing river 0 of type LavaRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:898STACKProcessing river 1 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:898STACKProcessing river 2 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:898STACKProcessing river 3 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:898STACKProcessing river 4 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 5 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 6 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 7 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 8 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 9 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 10 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 11 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 12 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 13 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 14 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 15 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 16 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 17 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 18 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 19 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 20 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 21 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 22 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 23 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 24 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 25 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 26 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 27 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 28 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKProcessing river 29 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:899STACKThe world has been loaded (in 0.5359238 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:905STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:935STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:968STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:57:973STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:004STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:038STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:052STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:081STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:112STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.
PathfindingManager:InitializeRules() PathfindingManager+c__Iterator134:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:170STACKThe pathfinding service is ready.
PathfindingManager:OnPathfindingServiceReady() PathfindingManager+c__Iterator134:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:171STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0803221 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:177STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:200STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:232STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:264STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:291STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:321STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:348STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:381STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:409STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:439STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:469STACKThe game ancillary (type of: LeechManager) has been loaded (in 0.000999 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:502STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:528STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:557STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:587STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:618STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:651STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:680STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:708STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:741STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:10:58:767STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:843STACKTrying to load an army without units. Army GUID: 3227
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) MajorEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:843STACK[Kaiju] Kaiju Empire [Казар] Relocation Formula Result: [5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:843STACK[Kaiju] Kaiju Empire [Чака] Relocation Formula Result: [7.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:843STACKTrying to load an army without units. Army GUID: 4546
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:843STACK[Kaiju] Kaiju Empire [Факир] Relocation Formula Result: [2.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:844STACKTrying to load an army without units. Army GUID: 6676
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:844STACKRegister new contract DiplomaticContract 2108 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:844STACKRegister new contract DiplomaticContract 3140 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 PeaceToWar Proposer: 0 Provider: 0 Receiver: 1 DestinationState: DiplomaticRelationStateWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:844STACKRegister new contract DiplomaticContract 4120 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 0 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 0 Provider: 1 Receiver: 0 ResourceName: Orb Amount: 11.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:845STACKRegister new contract DiplomaticContract 4121 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 1.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:845STACKRegister new contract DiplomaticContract 4122 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 5.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:845STACKRegister new contract DiplomaticContract 4290 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:846STACKRegister new contract DiplomaticContract 4381 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:846STACKRegister new contract DiplomaticContract 4622 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 5 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 5 Receiver: 6 Technology: TechnologyDefinitionIndustry2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:846STACKRegister new contract DiplomaticContract 4772 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:846STACKRegister new contract DiplomaticContract 4773 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:847STACKRegister new contract DiplomaticContract 4955 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:847STACKRegister new contract DiplomaticContract 5469 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 5.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:847STACKRegister new contract DiplomaticContract 5539 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Refused Revision: 0 OpenBorders Proposer: 3 Provider: 3 Receiver: 6 OpenBorders Proposer: 3 Provider: 6 Receiver: 3 ResourceDeal Proposer: 3 Provider: 6 Receiver: 3 ResourceName: Strategic3 Amount: 41.6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:848STACKRegister new contract DiplomaticContract 6117 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 1 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 1 Receiver: 6 Technology: TechnologyDefinitionMarketplaceResources.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:848STACKRegister new contract DiplomaticContract 6280 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 ColdWarToWar Proposer: 1 Provider: 1 Receiver: 2 DestinationState: DiplomaticRelationStateWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:848STACKRegister new contract DiplomaticContract 6281 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 6 Provider: 2 Receiver: 6 ResourceName: Strategic6 Amount: 42.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:848STACKRegister new contract DiplomaticContract 6821 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 CommercialAgreement Proposer: 1 Provider: 1 Receiver: 0.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:849STACKRegister new contract DiplomaticContract 6822 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 ColdWarToPeaceDeclaration Proposer: 6 Provider: 6 Receiver: 1 DestinationState: DiplomaticRelationStatePeace.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:849STACKRegister new contract DiplomaticContract 7077 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 3 Receiver: 6 Technology: TechnologyDefinitionDust2 TechnologyDeal Proposer: 6 Provider: 3 Receiver: 6 Technology: TechnologyDefinitionDust3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:849STACKRegister new contract DiplomaticContract 7294 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 4 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 4 Receiver: 6 Technology: TechnologyDefinitionColossusDust.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:849STACKRegister new contract DiplomaticContract 7328 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:850STACKRegister new contract DiplomaticContract 7667 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 2 Receiver: 6 Technology: TechnologyDefinitionArmySize2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:850STACKRegister new contract DiplomaticContract 7882 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 ResearchAgreement Proposer: 1 Provider: 1 Receiver: 0 MapExchange Proposer: 0 Provider: 0 Receiver: 1.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:850STACKRegister new contract DiplomaticContract 7995 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 PeaceToColdWar Proposer: 1 Provider: 1 Receiver: 6 DestinationState: DiplomaticRelationStateColdWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:850STACKLoad game with difficulty Serious and speed Fast.
Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:850STACKThe department of defense was asked to add an army (guid #3227) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:851STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:851STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:851STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:851STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:851STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:851STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:851STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:852STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:852STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:852STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:852STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:852STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:853STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:853STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:853STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:853STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:853STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:854STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:854STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:854STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:854STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:854STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:855STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:855STACKThe department of defense was asked to add an army (guid #4546) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:855STACKThe department of defense was asked to add an army (guid #6676) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:855STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:855STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:856STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:856STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:856STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:856STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:856STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:857STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:857STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:857STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:857STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:857STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:857STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:857STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:858STACKRegistering new data (name: NumberOfLandRegions, value: 87)
VictoryManager+c__Iterator196:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:858STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 7223
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:858STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 4444
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:858STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 4445
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:858STACKMapBoostManager::FindUnitsForBoost. Could not find unit with GUID: 4446
MapBoostManager:FindUnitsForBoost(System.Reflection.ParameterInfo) MapBoostManager+c__Iterator12A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:859STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock1 set to require Luxury4.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:859STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock2 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:859STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock3 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:859STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock1 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:859STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock2 set to require Luxury4.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:859STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock3 set to require Luxury5.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:859STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock1 set to require Luxury3.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:860STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock2 set to require Luxury2.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:860STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock3 set to require Luxury3.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:860STACKKaiju Unlock TechnologyDefinitionKaiju1And2 set to require Luxury6.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:860STACKKaiju Unlock TechnologyDefinitionKaiju1And3 set to require Luxury10.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:860STACKKaiju Unlock TechnologyDefinitionKaiju2And3 set to require Luxury9.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:860STACKKaiju Unlock TechnologyDefinitionAllKaijus set to require Luxury12.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:861STACKThe 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__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:861STACKThe 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__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:19:861STACKGameServerState_GameLaunchedAndReady.
GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:11:19:861STACKGameClientState_GameLaunched.
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:11:19:861STACK[PlayerRepository] Player 'rustamgm4x' has been registered (Human/Local) on Empire #0.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:11:19:861STACK[PlayerRepository] Player 'ИИ#1' has been registered (AI/Local) on Empire #1.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:11:19:862STACK[PlayerRepository] Player 'ИИ#2' has been registered (AI/Local) on Empire #2.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:11:19:862STACK[PlayerRepository] Player 'ИИ#3' has been registered (AI/Local) on Empire #3.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:11:19:862STACK[PlayerRepository] Player 'ИИ#4' has been registered (AI/Local) on Empire #4.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:11:19:862STACK[PlayerRepository] Player 'ИИ#5' has been registered (AI/Local) on Empire #5.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:11:19:863STACK[PlayerRepository] Player 'ИИ#6' has been registered (AI/Local) on Empire #6.
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()
04:11:19:864STACK[PlayerRepository] Player 'ИИ#7' has been registered (AI/Local) on Empire #7.
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()
04:11:19:864STACKChanging 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()
04:11:19:864STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:864STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:865STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:865STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:865STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:866STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:866STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:866STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:866STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:867STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:867STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:867STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:867STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:868STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:11:19:868STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:11:19:868STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:11:19:868STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:11:19:959STACKCamera controller set!
WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:11:19:959STACKInitializing the render view technique...
WorldView+c__Iterator780:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:11:19:959STACKWaiting for the ignition of all world view technique ancillaries...
WorldViewTechnique+c__Iterator74D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:11:21:218STACKAll world view technique ancillaries have been ignited.
WorldViewTechnique+c__Iterator74D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:21:218STACKLoading the render view technique...
WorldView+c__Iterator780:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:21:218STACKHxTechniqueGraphicData.Load Begin
HxTechniqueGraphicData+c__Iterator759:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:667STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:667STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:667STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:667STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:667STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:667STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:667STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:667STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:702STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:702STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:703STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:703STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:703STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:703STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:703STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:703STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:758STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:758STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:759STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:759STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:759STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:759STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:759STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:759STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:782STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:782STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:782STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:782STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:782STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:782STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:783STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:783STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:806STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:806STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:806STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:806STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:806STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:807STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:807STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:807STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:833STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:833STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:833STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:833STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:833STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:833STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:833STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:834STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:865STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:865STACKUnable to find instancing policy for mesh [lava].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:865STACKUnable to find instancing policy for mesh [rock_1].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:866STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:866STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:866STACKUnable to find instancing policy for mesh [volcano].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:23:866STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:11:32:922STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:12:09:586STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:586STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:586STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:587STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 32.8042343 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:587STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:587STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:587STACKUsing double buffering for LookupTexture update : False
VisibilityRenderer+c__Iterator735:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:587STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0079916 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:587STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:587STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:587STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0029999 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0020182 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKRoadRenderer.Load start
RoadRenderer+c__Iterator72F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKRoadRenderer.Load end
RoadRenderer+c__Iterator72F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKThe ancillary service 'RoadRenderer' has been loaded (in 0.0009994 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKInsideFramePostProcess.Load
InsideFramePostProcess+c__Iterator2FF:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:588STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:589STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:12:09:882STACKGameClientState_GameLaunchedAndReady.
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:882STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:883STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:884STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:885STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:886STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:887STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:888STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:889STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:890STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:891STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:892STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:892STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:892STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:892STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:892STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:892STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:892STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:893STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:893STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:893STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:893STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:893STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:894STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:894STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:894STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:894STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:894STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:894STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:894STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:894STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:895STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:896STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:09:896STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:10:649STACK[Net][GameServer] GameInProgress
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:10:649STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:10:649STACKForcing the AI scheduler to load the game because we're about to save another one...
GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:853STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:853STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:853STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:853STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:853STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEC:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorED:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKAIMaster AIPlayer: Lesser Empire 99 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEE:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0
AIPlayer_LesserEmpire+c__Iterator4D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKAIMaster AIPlayer_KaijuEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEF:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4883, current infroamtion Unit locked by AICommanderMission_BailToCity=4896 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4883, current infroamtion Unit locked by AICommanderMission_BailToCity=5013 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 3307, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=6356 for GenericCommander Priority 0.1563527
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:854STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 3307, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=6356 for GenericCommander Priority 0.1563527
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:855STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_DefenseRoaming:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Patrol:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:855STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4839, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=6466 for GenericCommander Priority 0.1532642
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:855STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 4839, current infroamtion Unit locked by AICommanderMission_DefenseRoaming=6466 for GenericCommander Priority 0.1532642
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:855STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_Garrison
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_DefenseRoaming:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Patrol:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:855STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 6362, current infroamtion Unit locked by AICommanderMission_BailToCity=5655 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:855STACKLOCKING: Error when assigning commander mission AICommanderMission_Garrison Guid 6362, current infroamtion Unit locked by AICommanderMission_BailToCity=5657 for GenericCommander Priority 0.1
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:ReadXml(System.Reflection.ParameterInfo) AICommanderMission_Garrison:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AICommander:ReadXml(System.Reflection.ParameterInfo) AICommanderWithObjective:ReadXml(System.Reflection.ParameterInfo) AICommander_Defense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_ArmyManagement:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) AIEntity_Empire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:855STACK[AICommander_Quest] The army GUID is 0
AICommander_Quest:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACK[AICommander_Quest] The army GUID is 0
AICommander_Quest:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AILayerCommanderController:ReadXml(System.Reflection.ParameterInfo) AILayer_QuestManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIEntity:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIPlayer:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) AIScheduler:ReadXml(System.Reflection.ParameterInfo) AIScheduler+c__IteratorF0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKRun thread AIPlayer: Lesser Empire 99.
AIPlayer+c__Iterator42:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKSeason change: new season 'HeatWave', the new season will end at turn 67 (duration: 3 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:856STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:857STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:858STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:859STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:860STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:861STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:862STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:863STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:864STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:865STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:866STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:867STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:867STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:867STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:867STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:867STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:867STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:867STACKYou are trying to remove an interaction lock, but you haven't added one yet.
PointOfInterestInteraction:RemoveInteractionLock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BarbarianCouncil:OnSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:13:867STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:32:901STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:12:34:293STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:293STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:294STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:294STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:294STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:441STACKSkipping interaction because quests have already been triggered (turn: 66, last checked: 66).
VictoryManager:OnBeginTurn() GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:441STACKSkipping check because victory conditions have already been already checked for (turn: 65, last checked: 65).
VictoryManager:IVictoryManagementService.CheckForVictoryConditions(System.Reflection.ParameterInfo) GameServerState_Turn_CheckForGameEndingConditions:CheckForVictoryConditions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:441STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:441STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').
GameServerState_Turn_AI+c__Iterator6F3:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:34:442STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_AI+c__Iterator6F3:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:35:478STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:12:35:478STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:12:36:871STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock7 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock6.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:12:37:882STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock12 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock15.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:12:37:882STACK[SCORING] BuyEvaluation was canceled while it was the chosen buy evaluation
EvaluableMessage:CancelBuyEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:ApplyProductionEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity_City:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:12:38:750STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GenerateDistrictProxy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GetWorldPositionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:ComputeExpansionScoreAtPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GetWorldPositionExpansionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:GenerateBuildingMessageForExtension(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:GenerateBuildingMessages() AILayer_Production:CreateLocalNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity_City:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:12:39:508STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:39:832STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:39:833STACKQuestManager: Skipping EventBeginTurn on loading.
QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:39:925STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:39:925STACK[Quest] Applying quest world effect QuestWorldEffect#0008 for 4 turns
QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo) GameClient+c__Iterator6C6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:40:234STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:40:234STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:40:376STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000034, empire: 55, guid: 8175, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:49:659STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=6356 for GenericCommander Priority 0.1487293
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:50:383STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_DefenseRoaming=6466 for GenericCommander Priority 0.1465774
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:51:259STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:51:259STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:53:509STACKForce level 2 on plan EmpirePlanMilitary
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:12:53:653STACKForce level 3 on plan EmpirePlanMilitary
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:12:53:842STACKForce level 4 on plan EmpirePlanMilitary
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:12:56:081STACKForce level 3 on plan EmpirePlanForeignAffairs
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:12:56:242STACKForce level 4 on plan EmpirePlanForeignAffairs
PlanEffectBreakdownMapper:ForceCurrentLevel(System.Reflection.ParameterInfo) PlanAreaPanel:OnDragSliderCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlSliderRadial:MouseDrag(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:12:56:989STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_BailToCity=6987 for GenericCommander Priority 0.1
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:58:135STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:58:135STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:58:479STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:59:156STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000007C, Class: EmpirePlanMilitary Level: 4.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:59:333STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000007D, Class: EmpirePlanKnowledge Level: 3.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:59:334STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000007E, Class: EmpirePlanForeignAffairs Level: 4.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:12:59:334STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000007F, Class: EmpirePlanEconomy Level: 3.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:01:700STACKUnable to find to spwawn WaterPOI
HxCliffAndRidgePatchRenderer:SpawnWaterPOI(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxCliffAndRidgePatchRenderer:RegenerateCliffs(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AbstractCliffAndRidgePatchRenderer+c__Iterator740:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PatchRenderer:RegenerateIFN() PatchRenderer:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPatch:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldRenderer:Draw(System.Reflection.ParameterInfo) WorldRenderer:LateUpdate()
04:13:03:584STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:03:584STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:03:584STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:06:623STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:06:623STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:06:623STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:08:984STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:08:984STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:09:173STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:09:174STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:09:174STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:11:553STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:13:958STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:13:959STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:18:680STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:18:681STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:20:987STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:22:972STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:22:972STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:13:27:899STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:15:51:051STACK[Quest,Alert] [MainQuestMimics-Chapter4] %QuestPrerequisiteNotVerified
QuestInstruction_ShowMessagePanel:Execute(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:16:55:985STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:19:02:500STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:19:03:037STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:19:03:323STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:20:15:636STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMimics
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:RebuildVillage(System.Reflection.ParameterInfo) DepartmentOfCreepingNodes:SetupInfectedVillage(System.Reflection.ParameterInfo) DepartmentOfCreepingNodes+c__Iterator1C7:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:21:04:980STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:22:56:710STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalPanel:OnConfirmFileSaveOverwrite(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MessagePanel:OnButton1CB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:22:56:711STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalPanel:OnConfirmFileSaveOverwrite(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MessagePanel:OnButton1CB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:23:11:862STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:23:11:863STACKDiplomatic relation between empire 0 and empire 2: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:23:11:863STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:23:11:863STACKDiplomatic relation between empire 2 and empire 0: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:23:11:863STACKContract 7328 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:23:14:559STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:23:34:996STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:23:34:996STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:23:34:996STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:03:793STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:793STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:793STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:793STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:793STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:794STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:795STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:03:795STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:24:15:326STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:15:326STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:380STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:380STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:380STACK[Desync] 'PointOfInterest#254' has been reattached to 'City#6042' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:380STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:380STACK[Desync] 'PointOfInterest#133' has been reattached to 'City#2700' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:380STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:380STACK[Desync] 'PointOfInterest#1069' has been reattached to 'City#4067' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACK[Desync] 'PointOfInterest#498' has been reattached to 'City#5647' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACK[Desync] 'PointOfInterest#211' has been reattached to 'City#7210' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACK[Desync] 'PointOfInterest#1213' has been reattached to 'City#7896' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACK[Desync] 'PointOfInterest#502' has been reattached to 'City#5556' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACK[Desync] 'PointOfInterest#774' has been reattached to 'City#8094' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:381STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:22:382STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:24:23:786STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator264:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:23:786STACK[Desync] 'PointOfInterest#562' has been reattached to 'City#3868' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:BuildFreePointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator264:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:24:107STACKInterpreter can't get the property 'CurrentEra' on simulation object 'Army#7876'.
Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionProperty:Evaluate(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionLink:Evaluate(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.Advanced.Interpreter:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PillageReward_Resource:GetValue(System.Reflection.ParameterInfo) PillageReward_Resource:ComputeReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:PillageSucceedPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
04:24:24:107STACKCan't find resource location 'EmpireMoney'.
DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1EA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:24:439STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:24:25:718STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:25:718STACKSeason change: new season 'Summer', the new season will end at turn 69 (duration: 1 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:26:867STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:26:868STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:24:31:670STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:24:32:203STACKCannot 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) DepartmentOfTheInterior+c__Iterator26D:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:58:241STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:58:241STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:58:314STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:58:482STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:24:59:807STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:25:01:788STACKThe agent NetEmpireMoney init value is out of agent range -5.812872E-08 not in [0,1]. it will be clamped.
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:25:03:571STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:03:893STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:03:893STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:04:020STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:04:252STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:25:04:443STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:04:443STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:04:443STACK[AI] Send feedback CommonEnemyFeedbackPositive from empire 1 send to empire 0 at turn 67.
CommunicationAIHelper:ThrowFeedback() CommunicationAIHelper:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:04:443STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000343, empire: 75, guid: 8225, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:06:129STACKContract 7667 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:06:815STACKContract 7667 pass from state Proposed to state Refused.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:07:252STACKPreprocessor failed because the tile (17,49) is not stopable for army 5382.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:09:040STACKPreprocessor failed because the tile (71,69) is not stopable for army 5892.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:09:468STACKPreprocessor failed because the tile (41,67) is not stopable for army 5039.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:11:279STACKPreprocessor failed because the tile (13,117) is not stopable for army 5459.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:11:498STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:11:498STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:11:719STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_RegroupArmyAt=6991 for GenericCommander Priority 0.2606544
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:11:941STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:12:164STACKPreprocessor failed because the tile (61,49) is not passable for army 7005.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:12:165STACKPreprocessor failed because the tile (61,49) is not stopable for army 7005.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:034STACKPreprocessor failed because the tile (13,116) is not stopable for army 7471.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:276STACKPreprocessor failed because the tile (65,69) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:495STACKPreprocessor failed because the tile (10,77) is not passable for army 7467.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:495STACKPreprocessor failed because the tile (10,77) is not stopable for army 7467.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:495STACKPreprocessor failed because the tile (9,78) is not passable for army 5107.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:496STACKPreprocessor failed because the tile (9,78) is not stopable for army 5107.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:723STACKPreprocessor failed because the tile (17,6) is not stopable for army 6918.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:931STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:13:932STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:14:140STACKPreprocessor failed because the tile (13,114) is not stopable for army 7381.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:15:936STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:25:16:370STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:25:18:441STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:18:441STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:18:441STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:18:441STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:18:441STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:044STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury6').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:044STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury6').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:044STACKBooster BoosterLuxury6 does not have an activations counter property named 'BoosterLuxury6Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:276STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:25:19:276STACKGotoAndAttack Preprocessor. Attacker=2992, Defender=1284.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:500STACKArmyGoToAndAttackInstruction: lock target 1284.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:500STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:501STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:501STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:19:999STACKPreprocessor failed because the tile (74,63) is not stopable for army 4270.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:20:676STACKArmyGoToAndAttackInstruction: Unlock target 1284.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:23:409STACKPreprocessor failed because the tile (12,116) is not stopable for army 5459.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:23:835STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:23:835STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:24:333STACKGotoAndAttack Preprocessor. Attacker=7290, Defender=7092.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:24:528STACKArmyGoToAndAttackInstruction: lock target 7092.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:24:770STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:25:25:210STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic6').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:25:211STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic6').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:25:211STACKBooster BoosterStrategic6 does not have an activations counter property named 'BoosterStrategic6Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:25:211STACKGotoAndAttack Preprocessor. Attacker=3647, Defender=1285.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:25:462STACKArmyGoToAndAttackInstruction: lock target 1285.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:26:141STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:26:611STACKArmyGoToAndAttackInstruction: Unlock target 1285.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:26:611STACKArmyGoToAndAttackInstruction: Attack target: 7092
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:26:611STACKArmyGoToAndAttackInstruction: Unlock target 7092.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:27:285STACKDiplomatic relation between empire 4 and empire 7: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:27:285STACKDiplomatic relation between empire 7 and empire 4: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:27:967STACKPreprocessor failed because the tile (60,81) is not passable for army 7891.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:27:967STACKPreprocessor failed because the tile (60,81) is not stopable for army 7891.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:28:663STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:28:664STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectPillageTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:28:664STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:29:342STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:29:342STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:29:342STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:29:561STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:29:990STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:30:921STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:31:387STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:31:584STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:31:584STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:32:910STACKPreprocessor failed because the tile (10,35) is not passable for army 3933.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:32:910STACKPreprocessor failed because the tile (10,35) is not stopable for army 3933.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:33:582STACKPreprocessor failed because the tile (55,86) is not stopable for army 3610.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:34:213STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:34:214STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:34:214STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:34:863STACKInvalid contender state 'TargetingPhaseInProgress' for contender '3933' in encounter '8250'.
BattleEncounter:SetReadyForDeployment(System.Reflection.ParameterInfo) GameServer:ReadyForDeploymentPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:35:108STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:35:108STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:35:108STACKBooster BoosterLuxury14 does not have an activations counter property named 'BoosterLuxury14Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:35:299STACKGotoAndAttack Preprocessor. Attacker=3647, Defender=1285.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:36:612STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:36:613STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#1284'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:37:915STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:37:916STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:37:916STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:37:916STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:37:917STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:38:586STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:39:449STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:39:450STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:127STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:128STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:128STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:129STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:129STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:130STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:130STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:779STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:779STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:779STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:780STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:780STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:780STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:40:780STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:41:659STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:41:659STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:41:873STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:41:873STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:41:873STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:41:873STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:42:092STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:42:092STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:42:092STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:42:514STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury9').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:42:514STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury9').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:42:514STACKBooster BoosterLuxury9 does not have an activations counter property named 'BoosterLuxury9Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:44:716STACKThe construction 8133 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:47:378STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:47:379STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:50:235STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:51:753STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:25:51:753STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:26:11:820STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:26:43:964STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:28:32:749STACKGoToAndExecutePreprocessor
DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
04:28:38:606STACKDiplomatic relation between empire 0 and empire 4: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:28:38:607STACKDiplomatic relation between empire 4 and empire 0: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:28:39:279STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator3C6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:28:39:279STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator3C6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:28:43:401STACKRegister new contract DiplomaticContract 8284 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator6AB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:29:49:392STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:29:49:393STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:31:24:522STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:522STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:523STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8288, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:523STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:523STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:523STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8289, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:523STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:523STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: PacifistRoaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:524STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000093F, empire: 99, guid: 8288, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:31:24:524STACKOrder preprocessing failed because the army is not referenced (guid = 8289).
DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:32:42:657STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:35:23:544STACKContract 3140 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:35:27:355STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:35:29:000STACKRegister new contract DiplomaticContract 8297 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator6AB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:35:57:983STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:35:57:984STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_DefenseRoaming,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,,,,,,,,,,,,,,,,AICommanderMission_ColossusArmySupport,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACK[Desync] 'PointOfInterest#1163' has been reattached to 'City#6042' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACK[Desync] 'PointOfInterest#1071' has been reattached to 'City#2559' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACK[Desync] 'PointOfInterest#490' has been reattached to 'City#3412' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACK[Desync] 'PointOfInterest#542' has been reattached to 'City#2778' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMezari
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:132STACK[Desync] 'PointOfInterest#283' has been reattached to 'City#2237' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:133STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:133STACK[Desync] 'PointOfInterest#521' has been reattached to 'City#2123' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:03:133STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:36:05:277STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:08:267STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:36:09:729STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:36:09:963STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:36:10:338STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:36:12:531STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:36:35:534STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:36:48:246STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:48:246STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:48:294STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:48:375STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:49:734STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:36:50:833STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock7.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:36:51:567STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock12.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:36:51:567STACKThe agent NetEmpireMoney init value is out of agent range -5.983839E-08 not in [0,1]. it will be clamped.
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:36:53:039STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:53:437STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:53:437STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:53:790STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:53:791STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:54:877STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000AEF, empire: 71, guid: 8322, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:54:877STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000AF4, empire: 10, guid: 8330, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:55:028STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:55:624STACKRegister new contract DiplomaticContract 8339 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator6AB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:55:624STACKDiplomatic relation between empire 6 and empire 4: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:55:624STACKDiplomatic relation between empire 6 and empire 4: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:55:624STACKDiplomatic relation between empire 4 and empire 6: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:55:624STACKDiplomatic relation between empire 4 and empire 6: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:36:55:624STACKContract 8339 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:01:553STACKPreprocessor failed because the tile (65,68) is not stopable for army 5892.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:01:553STACKPreprocessor failed because the tile (67,68) is not stopable for army 4101.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:02:272STACKPreprocessor failed because the tile (67,71) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:04:514STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:04:514STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_PacifyVillage
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:04:872STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:37:05:226STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:37:06:363STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:06:363STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:06:511STACKPreprocessor failed because the tile (67,71) is not stopable for army 5008.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:07:555STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:07:555STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:07:555STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:08:604STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:08:604STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:08:604STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:11:029STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:11:029STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:11:501STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:11:501STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:12:026STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:12:027STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:12:500STACKPreprocessor failed because the tile (16,85) is not stopable for army 8182.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:12:868STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1259'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:14:068STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:14:068STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:14:068STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:14:700STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:17:371STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:37:17:517STACKPreprocessor failed because the tile (61,110) is not stopable for army 3894.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:18:801STACKPreprocessor failed because the tile (56,87) is not stopable for army 3610.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:19:847STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:19:848STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:20:061STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:37:21:341STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:37:24:897STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:24:897STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:24:897STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:25:130STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:25:130STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:25:663STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:37:29:712STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:37:30:484STACKDiplomatic relation between empire 1 and empire 4: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:30:485STACKDiplomatic relation between empire 4 and empire 1: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:30:655STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:30:655STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:30:951STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:31:825STACKUnknown defender (type: 'Kaiju', guid: 6674).
DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1D5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:34:950STACKMapBoostFx is null
WorldArmy:ClearMapBoostEffects() WorldArmy:Release() DefaultWorldEntityFactory:DestroyWorldEntity(System.Reflection.ParameterInfo) DefaultWorldEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:Unregister(System.Reflection.ParameterInfo) GameEntityRepository:Unregister(System.Reflection.ParameterInfo) DepartmentOfDefense:RemoveArmy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:CleanGarrisonAfterEncounter(System.Reflection.ParameterInfo) Garrison:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:35:477STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:39:465STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:39:465STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:39:466STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:39:466STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:39:466STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:43:668STACKOrder preprocessing failed because the constructible element DistrictImprovementOrbUnlock9 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:47:165STACKPreprocessor failed because the transition between (48,28) and (49,26) is impossible for army 3227.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:47:328STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:54:024STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:54:024STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:54:205STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:54:205STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:56:771STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:56:771STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:37:56:772STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:20:217STACKLoading file 'C:\Users\XE\Documents\Endless Legend\Save Files\AutoSave 216.sav'
LoadSaveModalPanel:OnLoadCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:38:25:661STACK[GameServer][Net] SteamGameServer is null. Forcing shutdown anyway...
GameServer:Disconnect() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:662STACKUnloading game; destroying the world view technique...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:662STACKReleasing the current world view technique...
WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:662STACKMapBoostFx is null
WorldArmy:ClearMapBoostEffects() WorldArmy:Release() DefaultWorldEntityFactory:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:662STACKMapBoostFx is null
WorldArmy:ClearMapBoostEffects() WorldArmy:Release() DefaultWorldEntityFactory:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:663STACKMapBoostFx is null
WorldArmy:ClearMapBoostEffects() WorldArmy:Release() DefaultWorldEntityFactory:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:663STACKMapBoostFx is null
WorldArmy:ClearMapBoostEffects() WorldArmy:Release() DefaultWorldEntityFactory:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:663STACKInsideFramePostProcess.Unload
InsideFramePostProcess:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:663STACKUnloading game; destroying all world patches...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:663STACKThe 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()
04:38:25:663STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:664STACKGame has been released.
Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:664STACKThe 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()
04:38:25:664STACKUsing late update preemption (TimeSpan = 6.66, Frequency = 5, Enable Diagnostics = False).
Session:.ctor() System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:664STACKThe 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()
04:38:25:664STACKThe 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()
04:38:25:664STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 262148
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()
04:38:25:665STACK[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()
04:38:25:665STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:38:25:665STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:38:25:665STACK[Lobby] SlotCount: total=0, occupied=0, free=0.
RuntimeState_Lobby:UpdateSlotCount() RuntimeState_Lobby:OnNumberOfMajorFactionsChanged() RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
04:38:25:665STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:38:25:665STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 1960748 (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()
04:38:25:666STACK[SessionState] SessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:666STACK[SessionState] SessionState_OpenedAndLaunching.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:666STACKLaunching the game server...
Session:IGameServerLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator6F9:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:666STACKLaunching the game client...
Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator6F9:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:666STACKGameServerState_InitializeServer.
GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:666STACKGameServerState_LaunchGame.
GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:666STACKGameClientState_WaitingForServer
GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:666STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:38:25:767STACKWaiting for the ignition of all game ancillaries...
Amplitude.Unity.Game.Game+c__Iterator56:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:25:767STACK[Net] [GameServer] Initiate connection to server with steamIDRemote: '0x0110000105458159', steamIDUser: '0x0110000105458159'.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:767STACK[Net] [GameClient] Got initiate connection response from server.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:797STACK[SessionState] SessionState_OpenedAndLaunched.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:842STACKGameClientState_ConnectedToServer.
GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:843STACKGameClientState_LaunchGame.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:843STACK[Dump] GameManager.DumpingMethod = Binary
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:25:843STACKWaiting 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()
04:38:25:898STACKAll game ancillaries have been ignited.
Amplitude.Unity.Game.Game+c__Iterator56:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:25:898STACKLoading from archive 'C:\Users\XE\Documents\Endless Legend\Save Files\AutoSave 216.sav'...
GameManager+c__Iterator2E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:25:898STACKUsing path to archive: 'C:\Users\XE\Documents\Endless Legend\Save Files\AutoSave 216.sav'
GameManager+c__Iterator2E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:25:899STACKThe world has been initialized (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:325STACKProcessing river 0 of type LavaRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:325STACKProcessing river 1 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:325STACKProcessing river 2 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 3 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 4 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 5 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 6 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 7 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 8 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 9 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 10 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 11 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 12 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 13 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 14 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 15 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 16 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 17 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 18 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 19 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 20 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 21 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 22 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 23 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 24 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 25 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 26 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 27 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 28 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKProcessing river 29 of type NormalRiver
World+c__Iterator2F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:326STACKThe world has been loaded (in 0.4170696 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:332STACKThe game ancillary (type of: Cadaster) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:364STACKThe game ancillary (type of: WorldEffectManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:372STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:405STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:417STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:450STACKThe game ancillary (type of: HeroPool) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:482STACKThe game ancillary (type of: PillarManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:510STACKThe game ancillary (type of: SeasonManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:540STACKCan't get terrain type pathfinding specification named 'Volcano', it is set to default specification 'Default'.
PathfindingManager:InitializeRules() PathfindingManager+c__Iterator134:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:623STACKThe pathfinding service is ready.
PathfindingManager:OnPathfindingServiceReady() PathfindingManager+c__Iterator134:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:623STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0990803 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:628STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:639STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:671STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:690STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:719STACKThe game ancillary (type of: WorldPositionning) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:748STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:778STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:807STACKThe game ancillary (type of: WorldPositionSimulationEvaluator) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:840STACKThe game ancillary (type of: PingManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:867STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:900STACKThe game ancillary (type of: LeechManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:927STACKThe game ancillary (type of: CooldownManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:958STACKThe game ancillary (type of: OrbManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:26:986STACKThe game ancillary (type of: WeatherManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:27:015STACKThe game ancillary (type of: WildlingsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:27:046STACKThe game ancillary (type of: MiragesManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:27:076STACKThe game ancillary (type of: TerraformDeviceManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:27:107STACKThe game ancillary (type of: MapBoostManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:27:137STACKThe game ancillary (type of: KaijuTechsManager) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:27:164STACKThe game ancillary (type of: RegionalEffectsManager) has been loaded (in 0.0010011 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:27:196STACKThe game ancillary (type of: FastTravelNodeRepository) has been loaded (in 0 second(s)).
Game+c__Iterator2E3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:001STACK[Kaiju] Kaiju Empire [Казар] Relocation Formula Result: [5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACK[Kaiju] Kaiju Empire [Чака] Relocation Formula Result: [7.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKTrying to load an army without units. Army GUID: 4546
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACK[Kaiju] Kaiju Empire [Факир] Relocation Formula Result: [2.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() KaijuCouncil+c__Iterator2AA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+ c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKTrying to load an army without units. Army GUID: 6676
DepartmentOfDefense:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:ReadXml(System.Reflection.ParameterInfo) Empire:ReadXml(System.Reflection.ParameterInfo) KaijuEmpire:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKRegister new contract DiplomaticContract 2108 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 6 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKRegister new contract DiplomaticContract 3140 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 DiplomaticTermGratify Proposer: 0 Provider: 0 Receiver: 1.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKRegister new contract DiplomaticContract 4120 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 ColdWarToPeace Proposer: 1 Provider: 1 Receiver: 0 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 0 Provider: 1 Receiver: 0 ResourceName: Orb Amount: 11.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKRegister new contract DiplomaticContract 4121 EmpireWhichInitiated: Empire 2 EmpireWhichProposes: Empire 2 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 CloseBorders Proposer: 2 Provider: 2 Receiver: 1.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKRegister new contract DiplomaticContract 4122 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 5.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKRegister new contract DiplomaticContract 4290 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 CloseBorders Proposer: 1 Provider: 1 Receiver: 2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:002STACKRegister new contract DiplomaticContract 4381 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 4622 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 5 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 5 Receiver: 6 Technology: TechnologyDefinitionIndustry2.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 4772 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 3 Provider: 3 Receiver: 6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 4773 EmpireWhichInitiated: Empire 5 EmpireWhichProposes: Empire 5 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 CloseBorders Proposer: 5 Provider: 5 Receiver: 6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 4955 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 5469 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 5 State: Signed Revision: 0 CloseBorders Proposer: 6 Provider: 6 Receiver: 5.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 5539 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 6 State: Refused Revision: 0 OpenBorders Proposer: 3 Provider: 3 Receiver: 6 OpenBorders Proposer: 3 Provider: 6 Receiver: 3 ResourceDeal Proposer: 3 Provider: 6 Receiver: 3 ResourceName: Strategic3 Amount: 41.6.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 6117 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 1 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 1 Receiver: 6 Technology: TechnologyDefinitionMarketplaceResources.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 6280 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 ColdWarToWar Proposer: 1 Provider: 1 Receiver: 2 DestinationState: DiplomaticRelationStateWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 6281 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 6 Provider: 2 Receiver: 6 ResourceName: Strategic6 Amount: 42.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:003STACKRegister new contract DiplomaticContract 6821 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 CommercialAgreement Proposer: 1 Provider: 1 Receiver: 0.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:004STACKRegister new contract DiplomaticContract 6822 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 1 State: Signed Revision: 0 ColdWarToPeaceDeclaration Proposer: 6 Provider: 6 Receiver: 1 DestinationState: DiplomaticRelationStatePeace.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:004STACKRegister new contract DiplomaticContract 7077 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 3 State: Negotiation Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 3 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 3 Receiver: 6 Technology: TechnologyDefinitionDust2 TechnologyDeal Proposer: 6 Provider: 3 Receiver: 6 Technology: TechnologyDefinitionDust3.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:004STACKRegister new contract DiplomaticContract 7294 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 4 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 4 DestinationState: DiplomaticRelationStatePeace TechnologyDeal Proposer: 6 Provider: 4 Receiver: 6 Technology: TechnologyDefinitionColossusDust.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:004STACKRegister new contract DiplomaticContract 7328 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 2 State: Signed Revision: 0 ColdWarToWar Proposer: 0 Provider: 0 Receiver: 2 DestinationState: DiplomaticRelationStateWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:004STACKRegister new contract DiplomaticContract 7667 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 2 State: Refused Revision: 0 ColdWarToPeace Proposer: 6 Provider: 6 Receiver: 2 DestinationState: DiplomaticRelationStatePeace ResourceDeal Proposer: 6 Provider: 2 Receiver: 6 ResourceName: Strategic6 Amount: 100.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:004STACKRegister new contract DiplomaticContract 7882 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Signed Revision: 1 ResearchAgreement Proposer: 1 Provider: 1 Receiver: 0 MapExchange Proposer: 0 Provider: 0 Receiver: 1.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:005STACKRegister new contract DiplomaticContract 7995 EmpireWhichInitiated: Empire 1 EmpireWhichProposes: Empire 1 EmpireWhichReceives: Empire 6 State: Signed Revision: 0 PeaceToColdWar Proposer: 1 Provider: 1 Receiver: 6 DestinationState: DiplomaticRelationStateColdWar.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:005STACKRegister new contract DiplomaticContract 8284 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:005STACKRegister new contract DiplomaticContract 8297 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 1 State: Negotiation Revision: 0 PeaceToAlliance Proposer: 0 Provider: 0 Receiver: 1 DestinationState: DiplomaticRelationStateAlliance.
DiplomacyManager:Register(System.Reflection.ParameterInfo) DiplomacyManager:ReadXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlReader:ReadElementSerializable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ReadXml(System.Reflection.ParameterInfo) Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:006STACKLoad game with difficulty Serious and speed Fast.
Game+c__Iterator2E2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:006STACKThe department of defense was asked to add an army (guid #3227) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:006STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:006STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:007STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:007STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:007STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:008STACKCannot 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) DepartmentOfTheInterior:AttachFortress(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator278:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:009STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:009STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:009STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:009STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:009STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:009STACKCannot 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) DepartmentOfTheInterior:GenerateFIMSEForConvertedVillage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire+c__Iterator24C:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:009STACKThe department of defense was asked to add an army (guid #4546) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:009STACKThe department of defense was asked to add an army (guid #6676) but it is already present in its list of armies.
DepartmentOfDefense:AddArmy(System.Reflection.ParameterInfo) Kaiju:SetArmy(System.Reflection.ParameterInfo) Kaiju+c__Iterator2B0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:010STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:010STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:010STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:010STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:011STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:011STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:011STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:011STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:012STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:012STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:012STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:012STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:012STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:013STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:013STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:013STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager+c__Iterator183:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:013STACKRegistering new data (name: NumberOfLandRegions, value: 87)
VictoryManager+c__Iterator196:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:013STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock1 set to require Luxury4.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:013STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock2 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:014STACKKaiju Unlock TechnologyDefinitionKaiju1Unlock3 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:014STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock1 set to require Luxury1.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:014STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock2 set to require Luxury4.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:014STACKKaiju Unlock TechnologyDefinitionKaiju2Unlock3 set to require Luxury5.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:014STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock1 set to require Luxury3.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:015STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock2 set to require Luxury2.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:015STACKKaiju Unlock TechnologyDefinitionKaiju3Unlock3 set to require Luxury3.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:015STACKKaiju Unlock TechnologyDefinitionKaiju1And2 set to require Luxury6.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:015STACKKaiju Unlock TechnologyDefinitionKaiju1And3 set to require Luxury10.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:015STACKKaiju Unlock TechnologyDefinitionKaiju2And3 set to require Luxury9.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:015STACKKaiju Unlock TechnologyDefinitionAllKaijus set to require Luxury12.
KaijuTechnologyDefinition:SetKaijuUnlockCostResourceName(System.Reflection.ParameterInfo) KaijuTechsManager:AssignLuxuryTypes(System.Reflection.ParameterInfo) KaijuTechsManager+c__Iterator120:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:015STACKThe 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__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:016STACKThe 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__Iterator59:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:45:016STACKGameServerState_GameLaunchedAndReady.
GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:45:016STACKGameClientState_GameLaunched.
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:45:016STACK[PlayerRepository] Player 'rustamgm4x' has been registered (Human/Local) on Empire #0.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:45:016STACK[PlayerRepository] Player 'ИИ#1' has been registered (AI/Local) on Empire #1.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:45:016STACK[PlayerRepository] Player 'ИИ#2' has been registered (AI/Local) on Empire #2.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:45:017STACK[PlayerRepository] Player 'ИИ#3' has been registered (AI/Local) on Empire #3.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:45:017STACK[PlayerRepository] Player 'ИИ#4' has been registered (AI/Local) on Empire #4.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:45:017STACK[PlayerRepository] Player 'ИИ#5' has been registered (AI/Local) on Empire #5.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:38:45:017STACK[PlayerRepository] Player 'ИИ#6' has been registered (AI/Local) on Empire #6.
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()
04:38:45:018STACK[PlayerRepository] Player 'ИИ#7' has been registered (AI/Local) on Empire #7.
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()
04:38:45:018STACKChanging 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()
04:38:45:018STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:019STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:019STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:019STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:019STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:020STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:020STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:021STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:021STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:021STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:021STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:022STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:022STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AmbassadorInteractionPanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:022STACK[Net,Client] Dropped order OrderGetAIAttitude (GameClientState_GameLaunched)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticRelationshipDisk:PostOrderGetAIAttitude() DiplomaticRelationshipDisk:RefreshAttitude() DiplomaticRelationshipDisk:RefreshContent() AmbassadorInteractionPanel:RefreshContent() GameDiplomacyScreen:CreateAmbassadorInteractionPanels() GameDiplomacyScreen:Bind(System.Reflection.ParameterInfo) GuiPlayerControllerScreen:set_PlayerController(System.Reflection.ParameterInfo) GuiPlayerControllerScreen: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()
04:38:45:023STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:38:45:116STACKCamera controller set!
WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:38:45:117STACKInitializing the render view technique...
WorldView+c__Iterator780:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:38:45:117STACKWaiting for the ignition of all world view technique ancillaries...
WorldViewTechnique+c__Iterator74D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldView:ReloadWorldViewTechnique(System.Reflection.ParameterInfo) WorldView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
04:38:47:215STACKAll world view technique ancillaries have been ignited.
WorldViewTechnique+c__Iterator74D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:47:216STACKLoading the render view technique...
WorldView+c__Iterator780:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:47:216STACKHxTechniqueGraphicData.Load Begin
HxTechniqueGraphicData+c__Iterator759:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:50:119STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:38:51:550STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:550STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:550STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:550STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:550STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:550STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:551STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:551STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:598STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:598STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:598STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:599STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:599STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:599STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:599STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:599STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:780STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:780STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:780STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:780STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:780STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:780STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:780STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:780STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:803STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:803STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:803STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:803STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:803STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:803STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:803STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:803STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:827STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:827STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:827STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:828STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:828STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:828STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:828STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:828STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:852STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:853STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:853STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:853STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:853STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:853STACKUnable to find instancing policy for mesh [ridge_ashland_D].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:853STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:853STACKUnable to find instancing policy for mesh [ridge_ashland_F].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:936STACKUnable to find instancing policy for mesh [ridge_ashland_B].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:936STACKUnable to find instancing policy for mesh [lava].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:936STACKUnable to find instancing policy for mesh [rock_1].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:936STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:936STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:936STACKUnable to find instancing policy for mesh [volcano].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:38:51:936STACKUnable to find instancing policy for mesh [rock_2].
HxTechniqueGraphicData:GetMaxPerBatchSmallMeshInstance(System.Reflection.ParameterInfo) HxTechniqueGraphicData:GetOrCreateObjectInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:BuildInstancingMeshInfosIFN(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DecorationPrefabData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:FillPrefabDataArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+OneTerrainTypeGraphicData:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxTechniqueGraphicData+c__Iterator75B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:370STACKThe ancillary service 'HxDecalManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'DefaultGlobalPositionning' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'DefaultWorldEntityMapping' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'DefaultWorldEntityFactory' has been loaded (in 24.8580824 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'DefaultPathRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'DefaultLayerController' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKUsing double buffering for LookupTexture update : False
VisibilityRenderer+c__Iterator735:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'VisibilityRenderer' has been loaded (in 0.0059957 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'DefaultResourceRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'DefaultWorldViewStatistics' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'FxManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:371STACKThe ancillary service 'RegionRenderer' has been loaded (in 0.0020027 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKThe ancillary service 'WorldGlobalAmbienceController' has been loaded (in 0.0019963 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKThe ancillary service 'InstancingRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKThe ancillary service 'DefaultWorldEntityCulling' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKRoadRenderer.Load start
RoadRenderer+c__Iterator72F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKRoadRenderer.Load end
RoadRenderer+c__Iterator72F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKThe ancillary service 'RoadRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKThe ancillary service 'EncodingTextureManager' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKInsideFramePostProcess.Load
InsideFramePostProcess+c__Iterator2FF:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKThe ancillary service 'InsideFramePostProcess' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKThe ancillary service 'OrbRenderer' has been loaded (in 0 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:372STACKThe ancillary service 'WeatherRenderer' has been loaded (in 0.0009981 second(s)).
WorldViewTechnique+c__Iterator74E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:39:29:373STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:39:29:590STACKGameClientState_GameLaunchedAndReady.
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:29:590STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:29:590STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameClient_LaunchAndReady() GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:29:878STACK[Net][GameServer] GameInProgress
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:29:878STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:29:879STACKForcing the AI scheduler to load the game because we're about to save another one...
GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer: Empire 0 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer: Empire 1 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer: Empire 2 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer: Empire 3 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer: Empire 4 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer: Empire 5 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer: Empire 6 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer: Empire 7 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEB:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer_MinorEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEC:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:029STACKAIMaster AIPlayer_NavalEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorED:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:030STACKAIMaster AIPlayer: Lesser Empire 99 change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEE:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:030STACK[Lesser Empire] Creating Empire Entity LesserEmpire#0
AIPlayer_LesserEmpire+c__Iterator4D:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:030STACKAIMaster AIPlayer_KaijuEmpire change its state from Deactivated to EmpireControlledByAI.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler+c__IteratorEF:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:030STACKRun thread AIPlayer: Lesser Empire 99.
AIPlayer+c__Iterator42:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:030STACKSeason change: new season 'Summer', the new season will end at turn 69 (duration: 1 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:33:030STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:52:191STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:52:192STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:52:192STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:52:192STACK[Dump] SynchronizationState = Unset
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:52:192STACK[Trans] False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyDataChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:52:334STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:52:335STACKChanging ai state of empire (index: 0, from: 'EmpireControlledByAI', to: 'EmpireControlledByHuman').
GameServerState_Turn_AI+c__Iterator6F3:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:52:335STACKAIMaster AIPlayer: Empire 0 change its state from EmpireControlledByAI to EmpireControlledByHuman.
AIPlayer:ChangeAIState(System.Reflection.ParameterInfo) AIScheduler:ChangeMajorEmpireAIState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Turn_AI+c__Iterator6F3:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:54:000STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:39:55:600STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock7.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:39:56:078STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock15 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock12.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:39:56:238STACKThe agent NetEmpireMoney init value is out of agent range -4.84406E-08 not in [0,1]. it will be clamped.
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:39:56:878STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GenerateDistrictProxy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GetWorldPositionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:ComputeExpansionScoreAtPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionEvaluation:GetWorldPositionExpansionScore(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:GenerateBuildingMessageForExtension(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Production:GenerateBuildingMessages() AILayer_Production:CreateLocalNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity_City:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:39:57:703STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:58:079STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:58:079STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:58:174STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:58:174STACK[Quest] Applying quest world effect QuestWorldEffect#0008 for 2 turns
QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo) GameClient+c__Iterator6C6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:58:239STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:58:567STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#0000004E, empire: 71, guid: 8325, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:58:892STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000053, empire: 10, guid: 8333, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:59:242STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:59:546STACKRegister new contract DiplomaticContract 8342 EmpireWhichInitiated: Empire 6 EmpireWhichProposes: Empire 6 EmpireWhichReceives: Empire 4 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator6AB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:59:546STACKDiplomatic relation between empire 6 and empire 4: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:59:546STACKDiplomatic relation between empire 6 and empire 4: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:59:547STACKDiplomatic relation between empire 4 and empire 6: Remove ability ColdWarAttackArmies
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:59:547STACKDiplomatic relation between empire 4 and empire 6: Remove ability ColdWar
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:39:59:547STACKContract 8342 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:00:380STACKPreprocessor failed because the tile (11,35) is not stopable for army 2992.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:01:687STACKPreprocessor failed because the tile (61,60) is not stopable for army 5530.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:02:836STACKPreprocessor failed because the tile (74,59) is not stopable for army 5527.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:07:435STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:07:436STACKLOCKING: AICommanderMission_DefenseRoaming tries to recruit Army assigned to AICommanderMission_PacifyVillage
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:08:414STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:08:414STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:08:415STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:08:415STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:08:415STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:09:389STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:09:389STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:09:389STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:10:696STACKPreprocessor failed because the tile (16,85) is not stopable for army 8182.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:11:988STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:11:988STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:11:989STACKPreprocessor failed because the tile (67,68) is not stopable for army 5892.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:11:989STACKPreprocessor failed because the tile (66,70) is not stopable for army 4539.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:12:647STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:12:647STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:12:947STACKPreprocessor failed because the tile (67,71) is not stopable for army 6492.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:13:282STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:13:282STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:13:282STACKPreprocessor failed because the tile (67,71) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:14:115STACKPreprocessor failed because the tile (61,49) is not stopable for army 5024.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:14:599STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:40:14:934STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1259'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:14:934STACKPreprocessor failed because the tile (67,71) is not stopable for army 5008.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:15:897STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:15:897STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:15:897STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:16:379STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:17:205STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:40:18:023STACKPreprocessor failed because the tile (74,86) is not stopable for army 7548.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:20:449STACKPreprocessor failed because the tile (70,70) is not stopable for army 7000.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:22:723STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:22:724STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:25:318STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:40:25:623STACKPreprocessor failed because the tile (67,69) is not stopable for army 4101.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:25:784STACKPreprocessor failed because the tile (68,71) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:26:451STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:40:26:774STACKPreprocessor failed because the tile (62,50) is not stopable for army 5024.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:29:684STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:29:684STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:29:684STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:29:845STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:30:647STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:40:30:977STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:40:34:196STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:40:35:808STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:35:809STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:36:307STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:38:235STACKPreprocessor failed because the tile (67,71) is not stopable for army 5008.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:41:471STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:41:631STACKDiplomatic relation between empire 1 and empire 4: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:41:631STACKDiplomatic relation between empire 4 and empire 1: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:42:573STACKUnknown defender (type: 'Kaiju', guid: 6674).
DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1D5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:43:232STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:45:169STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:45:170STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:45:472STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:45:473STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:45:473STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:51:952STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:52:263STACKOrder preprocessing failed because the constructible element DistrictImprovementOrbUnlock9 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:57:761STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:57:762STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:57:893STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:40:57:893STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:41:00:347STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:41:00:347STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:41:00:347STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:41:35:247STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:42:10:857STACKUnable to find to spwawn WaterPOI
HxCliffAndRidgePatchRenderer:SpawnWaterPOI(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxCliffAndRidgePatchRenderer:RegenerateCliffs(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AbstractCliffAndRidgePatchRenderer+c__Iterator740:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PatchRenderer:RegenerateIFN() PatchRenderer:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPatch:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldRenderer:Draw(System.Reflection.ParameterInfo) WorldRenderer:LateUpdate()
04:42:55:937STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:937STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:937STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:937STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:937STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:938STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:938STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:938STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:938STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:938STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:938STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:938STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:939STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:939STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:939STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:42:55:939STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:43:40:334STACKGotoAndAttack Preprocessor. Attacker=3227, Defender=8288.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:44:01:993STACKGotoAndAttack Preprocessor. Attacker=7444, Defender=8288.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:44:04:478STACKGotoAndAttack Preprocessor. Attacker=7444, Defender=8288.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:44:09:187STACKGotoAndAttack Preprocessor. Attacker=7444, Defender=8288.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:44:11:064STACKGotoAndAttack Preprocessor. Attacker=7444, Defender=8288.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:44:26:310STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:44:26:311STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:44:26:311STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:44:26:311STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OrbManager:GetOrbValueAtPosition(System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:44:30:311STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects_Exploitation+c__Iterator483:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:44:33:882STACKGotoAndAttack Preprocessor. Attacker=7444, Defender=8288.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:45:00:338STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:46:45:760STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects_Exploitation+c__Iterator483:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:47:37:182STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:37:183STACKTimeout: Tickables NeedTick: AICommanderMission_AttackAndTameKaijuDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_ColossusArmySupport,,,,,NavyFortress
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:368STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACK[Desync] 'PointOfInterest#430' has been reattached to 'City#6042' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACK[Desync] 'PointOfInterest#1022' has been reattached to 'City#7210' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACK[Desync] 'PointOfInterest#177' has been reattached to 'City#7896' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACK[Desync] 'PointOfInterest#364' has been reattached to 'City#7896' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:369STACK[Desync] 'PointOfInterest#678' has been reattached to 'City#8254' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:370STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingReplicants
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:370STACK[Desync] 'PointOfInterest#1047' has been reattached to 'City#2947' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:370STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:370STACK[Desync] 'PointOfInterest#504' has been reattached to 'City#5556' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:370STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:370STACK[Desync] 'PointOfInterest#294' has been reattached to 'City#2123' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:43:370STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:47:43:642STACK[Kaiju] Kaiju Empire [Факир] Relocation Formula Result: [2.5]
KaijuCouncil:GetKaijuRelocationFrequency() KaijuCouncil:ResetRelocationETA() GameClient+c__Iterator6CF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:44:748STACKAudio source can't play event
Amplitude.Unity.Audio.AudioEmitter:PlayEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FxManager:PlaySound(System.Reflection.ParameterInfo) FxManager:IFxService.Play(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:PlayFx(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleDefaultFx(System.Reflection.ParameterInfo) Alteration_DefaultFx:HandleEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AlterationController:NotifyEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MecanimEventEmitter:Update()
04:47:45:010STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:47:45:010STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:47:45:010STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:47:45:010STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:47:46:507STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:46:507STACKSeason change: new season 'Winter', the new season will end at turn 74 (duration: 4 turn(s)).
SeasonManager:BroadcastSeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:ChangeSeason(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:GameServer_Turn_Begin() GameServerState_Turn_Begin+c__Iterator6F4:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:46:507STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:PlayAmbianceMusic() AudioManager:SeasonService_SeasonChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:SendSeasonChangeEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SeasonManager:OverrideSeasonSettings(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6A3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:47:46:542STACKAmplitude.Diagnostics+LogMessage
DefaultOrbPatchRenderer+c__Iterator743:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PatchRenderer:RegenerateIFN() PatchRenderer:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPatch:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldRenderer:Draw(System.Reflection.ParameterInfo) WorldRenderer:LateUpdate()
04:47:46:543STACKAmplitude.Diagnostics+LogMessage
DefaultOrbPatchRenderer+c__Iterator743:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PatchRenderer:RegenerateIFN() PatchRenderer:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPatch:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldRenderer:Draw(System.Reflection.ParameterInfo) WorldRenderer:LateUpdate()
04:47:54:521STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:48:02:119STACK[Order] OrderSpawnArmies::DepartmentOfDefense/OrderSpawnArmies#00000701, Ticket: 00000350
DepartmentOfDefense+c__Iterator1EE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:02:119STACKPosting order: [Order] OrderUpdateArmyObjective::DepartmentOfDefense/OrderDestroyArmy#00000000, empire: 9, guid: 8416, objective: Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4.
DepartmentOfDefense+c__Iterator1EE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:02:270STACKOrder preprocessing failed because the city target is not referenced (guid = Behaviour: Offense, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4).
DepartmentOfDefense:UpdateArmyObjectivePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
04:48:06:974STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:06:975STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:07:124STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:07:289STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:09:576STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock6 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:48:09:733STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:48:12:607STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock7 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:48:12:775STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:48:14:575STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock8 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:48:16:616STACKAI don't want to unlock orb technology TechnologyDefinitionOrbUnlock8 anymore. AI now wants orb unlock TechnologyDefinitionOrbUnlock9.
AILayer_Research:GenerateOrbUnlockBuyoutMessage() AILayer_Research:EvaluateNeeds(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
04:48:16:869STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:17:233STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:17:233STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:17:387STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:17:683STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:17:803STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000721, empire: 36, guid: 8424, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:17:998STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000724, empire: 23, guid: 8430, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:18:196STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000725, empire: 13, guid: 8434, level: 2
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:18:420STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000727, Ticket: 00000352, Class: EmpirePlanKnowledge Level: 4.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:18:420STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000728, Ticket: 00000353, Class: EmpirePlanMilitary Level: 4.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:18:420STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000729, Ticket: 00000354, Class: EmpirePlanEconomy Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:18:668STACKRegister new contract DiplomaticContract 8441 EmpireWhichInitiated: Empire 3 EmpireWhichProposes: Empire 3 EmpireWhichReceives: Empire 2 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator6AB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:18:827STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:48:19:231STACKContract 8441 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:22:457STACKPreprocessor failed because the tile (71,69) is not stopable for army 5448.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:22:457STACKPreprocessor failed because the tile (71,69) is not stopable for army 7463.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:22:457STACKPreprocessor failed because the tile (71,69) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:23:130STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:48:24:231STACKPreprocessor failed because the tile (40,65) is not stopable for army 5920.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:24:485STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:24:986STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:48:26:473STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:26:651STACKPreprocessor failed because the tile (9,73) is not stopable for army 5107.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:28:284STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:28:846STACKDiplomatic relation between empire 0 and empire 7: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:28:846STACKDiplomatic relation between empire 7 and empire 0: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:29:182STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator3C6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:48:29:182STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator3C6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:48:29:450STACKGotoAndAttack Preprocessor. Attacker=7393, Defender=5621.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:29:590STACKArmyGoToAndAttackInstruction: lock target 5621.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:30:725STACKArmyGoToAndAttackInstruction: Attack target: 5621
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:30:725STACKArmyGoToAndAttackInstruction: Unlock target 5621.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:31:658STACKBefore 5630 to 0: I Скопа Теней (7393) at -1 I Сокол Теней (8088) at 0 I Ястреб Теней (5630) at 1
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:31:658STACKAfter: I Скопа Теней (7393) at -1 I Сокол Теней (8088) at 1 I Ястреб Теней (5630) at 0
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:32:226STACKAmplitude.Diagnostics+LogMessage
DefaultOrbPatchRenderer+c__Iterator743:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PatchRenderer:RegenerateIFN() PatchRenderer:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPatch:EachFrameUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldRenderer:Draw(System.Reflection.ParameterInfo) WorldRenderer:LateUpdate()
04:48:33:129STACKGotoAndAttack Preprocessor. Attacker=2763, Defender=6348.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:129STACKGotoAndAttack Preprocessor. Attacker=8175, Defender=7888.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:322STACKArmyGoToAndAttackInstruction: lock target 6348.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:322STACKArmyGoToAndAttackInstruction: lock target 7888.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:322STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:322STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:322STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:323STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:510STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:510STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:713STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:790STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000908, Ticket: 000003F5, Class: EmpirePlanKnowledge Level: 3.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:790STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000909, Ticket: 000003F6, Class: EmpirePlanEconomy Level: 3.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:790STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000090A, Ticket: 000003F7, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:33:790STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#0000090B, Ticket: 000003F8, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:049STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:049STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:334STACKArmyGoToAndAttackInstruction: Attack target: 6348
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:334STACKArmyGoToAndAttackInstruction: Unlock target 6348.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:334STACKArmyGoToAndAttackInstruction: Attack target: 7888
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:334STACKArmyGoToAndAttackInstruction: Unlock target 7888.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:556STACKOrder preprocessor failed because it is impossible to find a path to reach destination (-1,-1) from (21,47).
DepartmentOfTransportation:GoToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:637STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:637STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:637STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:637STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:637STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:638STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectSiegingArmyPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:638STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_GetTargetPosition:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:638STACKPreprocessor failed because the tile (28,69) is not passable for army 8416.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:34:638STACKPreprocessor failed because the tile (28,69) is not stopable for army 8416.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:35:440STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:35:441STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:35:441STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:36:090STACKPreprocessor failed because the tile (73,68) is not stopable for army 7000.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:38:613STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:38:613STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectPillageTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:38:613STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:38:930STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1275'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:39:265STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:39:703STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000AA3, Ticket: 00000441, Class: EmpirePlanMilitary Level: 3.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:39:703STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000AA4, Ticket: 00000442, Class: EmpirePlanForeignAffairs Level: 3.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:39:703STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000AA5, Ticket: 00000443, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:39:703STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000AA6, Ticket: 00000444, Class: EmpirePlanKnowledge Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:39:843STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:48:40:011STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:011STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:012STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:012STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:013STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:013STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:013STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ExecuteDefense(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeOpportunityAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:013STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ExecuteDefense(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeOpportunityAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:014STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ExecuteDefense(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeOpportunityAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:562STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:562STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:562STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:563STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:563STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:563STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:563STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:564STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ExecuteDefense(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:564STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ExecuteDefense(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:836STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:836STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:836STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:40:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:343STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:343STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:343STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:343STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:344STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:344STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:344STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:344STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:344STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:344STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:344STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:345STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:658STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:658STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:658STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:658STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:658STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:659STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:659STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:659STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:659STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:660STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:41:660STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:42:555STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:42:555STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:42:555STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:42:556STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:42:556STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:44:063STACKGotoAndAttack Preprocessor. Attacker=6801, Defender=7672.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:44:166STACKArmyGoToAndAttackInstruction: lock target 7672.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:44:384STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:45:186STACKArmyGoToAndAttackInstruction: Attack target: 7672
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:45:186STACKArmyGoToAndAttackInstruction: Unlock target 7672.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:45:382STACKNot enough action points.
DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:47:257STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1284'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:48:407STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
04:48:48:960STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:48:988STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:49:080STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:49:181STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:49:292STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000BAF, Ticket: 0000047A, Class: EmpirePlanKnowledge Level: 3.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:49:293STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000BB0, Ticket: 0000047B, Class: EmpirePlanEconomy Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:49:293STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000BB1, Ticket: 0000047C, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:49:293STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000BB2, Ticket: 0000047D, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:50:759STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:48:53:013STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:53:013STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:53:013STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:53:413STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:53:414STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:53:414STACKBooster BoosterLuxury11 does not have an activations counter property named 'BoosterLuxury11Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:53:414STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury15').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:53:414STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury15').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:53:414STACKBooster BoosterLuxury15 does not have an activations counter property named 'BoosterLuxury15Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:56:112STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:56:112STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:56:244STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:56:492STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000C20, Ticket: 000004C0, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:56:492STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000C21, Ticket: 000004C1, Class: EmpirePlanMilitary Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:56:492STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000C22, Ticket: 000004C2, Class: EmpirePlanKnowledge Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:57:864STACKPreprocessor failed because the tile (16,115) is not stopable for army 5385.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:59:110STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:59:110STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:59:591STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:59:592STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:48:59:592STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:03:455STACKThe construction 8388 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:06:047STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:06:047STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:06:705STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000C83, Ticket: 00000504, Class: EmpirePlanMilitary Level: 4.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:06:706STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000C84, Ticket: 00000505, Class: EmpirePlanEconomy Level: 2.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:06:706STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000C85, Ticket: 00000506, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:06:706STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000C86, Ticket: 00000507, Class: EmpirePlanKnowledge Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:09:471STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:09:648STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:11:491STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:11:839STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000CAF, Ticket: 0000052B, Class: EmpirePlanEconomy Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:11:839STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000CB0, Ticket: 0000052C, Class: EmpirePlanForeignAffairs Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:11:839STACKProcess order: [Order] OrderChangeEmpirePlan::DepartmentOfPlanificationAndDevelopment/OrderChangeEmpirePlan#00000CB1, Ticket: 0000052D, Class: EmpirePlanKnowledge Level: 0.
DepartmentOfPlanificationAndDevelopment+c__IteratorB1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:11:839STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:11:840STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:49:11:840STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:50:01:847STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:50:41:554STACKContract 8297 pass from state Negotiation to state Proposed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:50:42:284STACKDiplomatic relation between empire 0 and empire 1: Remove ability Peace
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:50:42:284STACKDiplomatic relation between empire 1 and empire 0: Remove ability Peace
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTermDiplomaticRelationState:IDiplomaticTermManagement.ApplyEffects() DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:50:42:285STACKContract 8297 pass from state Proposed to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomacyManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator69F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:50:56:585STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) NotificationPanelBase:GuiEvent_OpenChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnOpenChange() Amplitude.Unity.Gui.GuiNotification:set_Open(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:ReleaseEvent() Amplitude.Unity.Gui.GuiNotificationManager:DestroyNotification(System.Reflection.ParameterInfo) NotificationPanelBase:OnDismissCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
04:51:28:023STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:52:11:490STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo) NotificationPanelEncounterSetup+c__Iterator406:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:58:36:929STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
04:58:37:770STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury11').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:58:37:770STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury11').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:58:37:772STACKBooster BoosterLuxury11 does not have an activations counter property named 'BoosterLuxury11Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
04:58:47:039STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:58:47:039STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:58:47:039STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) VisibilityController:IsWorldPositionVisibleFor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:58:47:040STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OrbManager:GetOrbValueAtPosition(System.Reflection.ParameterInfo) PanelFeatureTerrainOrb+c__Iterator4DD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:59:07:756STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects_Exploitation+c__Iterator483:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
04:59:19:196STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects_Exploitation+c__Iterator483:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:00:47:924STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:00:48:162STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:00:48:421STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:02:53:216STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:53:216STACKTimeout: Tickables NeedTick: AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,AICommanderMission_RoamingDefault,,,,,,AICommanderMission_RoamingDefault,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,,,,,,AICommanderMission_RoamingDefault,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RegroupArmyAt,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACK[Desync] 'PointOfInterest#1164' has been reattached to 'City#6042' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACK[Desync] 'PointOfInterest#499' has been reattached to 'City#4067' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACK[Desync] 'PointOfInterest#266' has been reattached to 'City#7095' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:904STACK[Desync] 'PointOfInterest#428' has been reattached to 'City#7210' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACK[Desync] 'PointOfInterest#141' has been reattached to 'City#8254' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACK[Desync] 'PointOfInterest#96' has been reattached to 'City#8254' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACK[Desync] 'PointOfInterest#403' has been reattached to 'City#8254' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACK[Desync] 'PointOfInterest#205' has been reattached to 'City#8254' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACK[Desync] 'PointOfInterest#546' has been reattached to 'City#2778' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:905STACK[Desync] 'PointOfInterest#404' has been reattached to 'City#4394' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:02:59:906STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:03:02:456STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:12:703STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:03:33:382STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:33:383STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:33:383STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:03:33:625STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:33:866STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:36:017STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:03:40:571STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345
EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AICommander_KaijuAdquisition:SendAttackKaijuAction() AICommander_KaijuAdquisition:PopulateMission() AICommander:CreateMission() AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo) AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:03:41:364STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345
EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AICommander_KaijuAdquisition:SendAttackKaijuAction() AICommander_KaijuAdquisition:PopulateMission() AICommander:CreateMission() AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo) AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:03:42:191STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:42:678STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:42:678STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:42:678STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 2.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:42:931STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:42:931STACK[Quest] Removing quest world effect: QuestWorldEffect#0008
QuestManager:IQuestManagementService.ApplyQuestWorldEffect(System.Reflection.ParameterInfo) GameClient+c__Iterator6C6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:43:141STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:43:141STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:47:733STACKPreprocessor failed because the tile (74,68) is not stopable for army 4539.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:47:860STACKPreprocessor failed because the tile (72,68) is not stopable for army 7173.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:47:860STACKPreprocessor failed because the tile (74,68) is not stopable for army 7000.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:48:199STACKPreprocessor failed because the tile (60,69) is not stopable for army 6492.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:48:199STACKPreprocessor failed because the tile (59,68) is not stopable for army 5892.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:48:199STACKPreprocessor failed because the tile (73,69) is not stopable for army 5008.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:48:927STACKGotoAndAttack Preprocessor. Attacker=2745, Defender=4623.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:49:139STACKArmyGoToAndAttackInstruction: lock target 4623.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:49:696STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:03:50:311STACKArmyGoToAndAttackInstruction: Unlock target 4623.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:50:488STACKPreprocessor failed because the tile (74,68) is not stopable for army 7463.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:50:625STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:03:50:625STACKPreprocessor failed because the tile (50,80) is not passable for army 7989.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:50:626STACKPreprocessor failed because the tile (50,80) is not stopable for army 7989.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:50:770STACKPreprocessor failed because the tile (7,72) is not stopable for army 5107.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:51:146STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:51:553STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:52:870STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:52:870STACKGotoAndAttack Preprocessor. Attacker=8398, Defender=5534.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:52:870STACKOrder preprocessing failed because the defender is a ship. Attacker=8398, Defender=5534.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:52:871STACKPreprocessor failed because the tile (15,114) is not stopable for army 5385.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:54:884STACKPreprocessor failed because the tile (14,114) is not stopable for army 5385.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:55:453STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:55:453STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:58:996STACKPreprocessor failed because the tile (16,94) is not stopable for army 8088.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:59:673STACKGotoAndAttack Preprocessor. Attacker=2992, Defender=3647.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:03:59:673STACKOrder preprocessing failed because the defender is moving. Attacker=2992, Defender=3647.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:02:331STACKPreprocessor failed because the tile (72,70) is not stopable for army 4539.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:03:559STACKPreprocessor failed because the tile (73,69) is not stopable for army 5008.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:04:376STACKPreprocessor failed because the tile (60,69) is not stopable for army 6492.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:04:727STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:04:05:386STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:04:05:786STACKGotoAndAttack Preprocessor. Attacker=8398, Defender=3839.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:06:149STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:06:149STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:11:198STACKGotoAndAttack Preprocessor. Attacker=5719, Defender=5630.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:11:372STACKArmyGoToAndAttackInstruction: lock target 5630.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:11:571STACKGotoAndAttack Preprocessor. Attacker=5723, Defender=5634.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:11:773STACKArmyGoToAndAttackInstruction: lock target 5634.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:12:070STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:12:070STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:12:264STACKGotoAndAttack Preprocessor. Attacker=7996, Defender=8430.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:12:264STACKAmplitude.Diagnostics+LogMessage
AgeMesh:EndBuilding() AgeMeshBuilder:EndMesh() AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgePrimitiveImage:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderer:OnPostRender()
05:04:12:289STACKAmplitude.Diagnostics+LogMessage
AgeMesh:EndBuilding() AgeMeshBuilder:EndMesh() AgeMeshBuilder:CheckMaterialSwitch(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgePrimitiveLabel:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:Render(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderer:DoRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderer:OnPostRender()
05:04:12:516STACKArmyGoToAndAttackInstruction: lock target 8430.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:12:727STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:12:727STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:13:011STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:13:011STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:13:201STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:13:201STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:13:381STACKArmyGoToAndAttackInstruction: Attack target: 5630
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:13:381STACKArmyGoToAndAttackInstruction: Unlock target 5630.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:13:381STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:15:567STACKArmyGoToAndAttackInstruction: Unlock target 8430.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:15:974STACKArmyGoToAndAttackInstruction: Attack target: 5634
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:15:974STACKArmyGoToAndAttackInstruction: Unlock target 5634.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:15:974STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1271'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:16:614STACKGotoAndAttack Preprocessor. Attacker=2745, Defender=4623.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:16:851STACKArmyGoToAndAttackInstruction: lock target 4623.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:415STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:415STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:415STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:415STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:415STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:416STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:416STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectOrbSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:416STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectMapBoostSpawnTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:416STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_Pacification:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:17:799STACKArmyGoToAndAttackInstruction: Unlock target 4623.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:18:300STACKUnknown defender (type: 'Kaiju', guid: 6674).
DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1D5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:18:450STACKGotoAndAttack Preprocessor. Attacker=8556, Defender=5634.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:19:738STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury12').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:19:738STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury12').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:19:738STACKBooster BoosterLuxury12 does not have an activations counter property named 'BoosterLuxury12Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:20:140STACKBefore 2205 to 0: I Яо Крыло (5723) at -1 Лалдора (5647) at 0 I Хаву Крыло (8556) at 1 Тарреаль (2205) at 2
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:20:140STACKAfter: I Яо Крыло (5723) at -1 Лалдора (5647) at 1 I Хаву Крыло (8556) at 2 Тарреаль (2205) at 0
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:20:863STACKGotoAndAttack Preprocessor. Attacker=5017, Defender=5987.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:21:087STACKArmyGoToAndAttackInstruction: lock target 5987.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:21:286STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission_Garrison:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:22:033STACKArmyGoToAndAttackInstruction: Attack target: 5987
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:22:033STACKArmyGoToAndAttackInstruction: Unlock target 5987.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:24:196STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackCampDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:24:196STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackCampDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:24:196STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackCampDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:24:197STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackCampDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:24:197STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackCampDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:25:015STACKInvalid contender state 'TargetingPhaseInProgress' for contender '1284' in encounter '8577'.
BattleEncounter:SetReadyForDeployment(System.Reflection.ParameterInfo) GameServer:ReadyForDeploymentPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:25:015STACKInvalid contender state 'TargetingPhaseInProgress' for contender '3933' in encounter '8577'.
BattleEncounter:SetReadyForDeployment(System.Reflection.ParameterInfo) GameServer:ReadyForDeploymentPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:25:212STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:25:825STACKPreprocessor failed because the tile (16,119) is not passable for army 7863.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:25:825STACKPreprocessor failed because the tile (16,119) is not stopable for army 7863.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:26:591STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:28:610STACKUnknown defender (type: 'Kaiju', guid: 4544).
DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1D5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:29:189STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'Fortress#1284'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:29:882STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:29:882STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:30:512STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:30:675STACKInvalid contender state 'TargetingPhaseInProgress' for contender '2840' in encounter '8581'.
BattleEncounter:SetReadyForDeployment(System.Reflection.ParameterInfo) GameServer:ReadyForDeploymentPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:30:821STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:30:821STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:32:202STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:32:511STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #6, context: 'Fortress#1275'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:33:246STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:33:986STACKGotoAndAttack Preprocessor. Attacker=8556, Defender=5634.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:33:986STACKOrder preprocessing failed because the defender is moving. Attacker=8556, Defender=5634.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:34:136STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:34:265STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:34:265STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:36:574STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:36:840STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:36:840STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:37:211STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:38:422STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:38:422STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:38:606STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury13').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:38:606STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury13').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:38:606STACKBooster BoosterLuxury13 does not have an activations counter property named 'BoosterLuxury13Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:40:461STACKGotoAndAttack Preprocessor. Attacker=5723, Defender=5634.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:40:647STACKArmyGoToAndAttackInstruction: lock target 5634.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:40:772STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:04:41:716STACKArmyGoToAndAttackInstruction: Attack target: 5634
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:41:716STACKArmyGoToAndAttackInstruction: Unlock target 5634.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:41:716STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:41:716STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:41:717STACKNot enough action points.
DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:43:511STACKGotoAndAttack Preprocessor. Attacker=8556, Defender=5634.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:43:702STACKArmyGoToAndAttackInstruction: lock target 5634.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:44:127STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:44:127STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:46:733STACKArmyGoToAndAttackInstruction: Attack target: 5634
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:46:733STACKArmyGoToAndAttackInstruction: Unlock target 5634.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:48:732STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:48:733STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:49:200STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:49:200STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:49:633STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:04:49:634STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:05:01:301STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:StartBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:FocusBattleMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:EncounterCursorChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AudioManager:CursorService_CursorChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnCursorChange(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterWorldCursor:ChangeCursorFromEncounterState(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo) EncounterWorldCursor:OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnCursorActivate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:ChangeCursor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ViewManager:IViewService.SelectAndCenter(System.Reflection.ParameterInfo) NotificationPanelEncounterSetup+c__Iterator406:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:05:24:967STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:06:51:165STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:06:51:165STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:06:51:165STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:06:51:165STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:06:51:166STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:07:02:934STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:07:02:934STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:07:02:934STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:07:02:934STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:08:05:125STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:10:46:576STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:10:46:576STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:10:46:576STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:10:46:576STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:10:49:876STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:13:48:088STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:14:58:353STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:14:58:353STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:19:27:424STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:22:49:888STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:25:55:148STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:25:55:149STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:28:39:118STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #2, context: 'City#2574'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapCityOwner(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator26E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:28:41:066STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:30:58:516STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:30:58:890STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:30:59:226STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:32:44:373STACKGoToAndExecutePreprocessor
DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
05:33:54:410STACKGotoAndAttack Preprocessor. Attacker=5285, Defender=5710.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:33:54:720STACKArmyGoToAndAttackInstruction: lock target 5710.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:34:00:768STACKArmyGoToAndAttackInstruction: Attack target: 5710
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:34:00:769STACKArmyGoToAndAttackInstruction: Unlock target 5710.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:34:35:078STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild_ModifierForwardType_ChildrenOnly(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild_ModifierForwardType_ChildrenOnly(System.Reflection.ParameterInfo) PanelFeatureEffects_Exploitation+c__Iterator483:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:34:56:085STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:35:31:940STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:31:941STACKTimeout: Tickables NeedTick: AICommanderMission_RoamingDefault,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,NavyFortress
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:084STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:084STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:084STACK[Desync] 'PointOfInterest#1023' has been reattached to 'City#6719' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:084STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:084STACK[Desync] 'PointOfInterest#143' has been reattached to 'City#8473' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:084STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:085STACK[Desync] 'PointOfInterest#400' has been reattached to 'City#7095' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:085STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:085STACK[Desync] 'PointOfInterest#1189' has been reattached to 'City#7095' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:085STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:085STACK[Desync] 'PointOfInterest#445' has been reattached to 'City#8254' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:085STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:085STACK[Desync] 'PointOfInterest#1154' has been reattached to 'City#4135' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:39:085STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:35:43:353STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:35:43:353STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:35:49:391STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:36:09:329STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:36:22:061STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:22:061STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:22:379STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:22:607STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:24:449STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:36:26:262STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:36:28:741STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345
EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AICommander_KaijuAdquisition:SendAttackKaijuAction() AICommander_KaijuAdquisition:PopulateMission() AICommander:CreateMission() AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo) AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:36:28:742STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345
EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AICommander_KaijuAdquisition:SendAttackKaijuAction() AICommander_KaijuAdquisition:PopulateMission() AICommander_KaijuAdquisition:RefreshMission() AILayerCommanderController:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:36:29:506STACKThe agent NetEmpireMoney init value is out of agent range -1.879161E-08 not in [0,1]. it will be clamped.
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:36:30:594STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:31:023STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:31:023STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 2.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:31:023STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 3.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:31:338STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:31:584STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:31:584STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00001EA4, empire: 44, guid: 8658, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:33:279STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:33:279STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:33:280STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:33:957STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury8').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:33:957STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury8').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:33:958STACKBooster BoosterLuxury8 does not have an activations counter property named 'BoosterLuxury8Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:40:340STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:40:603STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_AttackAndTameKaijuDefault=6283 for GenericCommander Priority 0.6
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:41:358STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:36:44:543STACKOrder preprocessing failed because the distance between the attacker and the defender is not equal to 1 tile.(attacker = 8444, defender = 7837), distance = 3.
DepartmentOfDefense:AttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:45:326STACKOrder preprocessing failed because the target army world position is not valid.
DepartmentOfDefense:TransferGarrisonToNewArmyPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:46:052STACKPreprocessor failed because the tile (16,60) is not stopable for army 7385.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:46:052STACKPreprocessor failed because the tile (16,61) is not stopable for army 6411.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:46:424STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:46:424STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:46:425STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:46:425STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:46:578STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:46:936STACKOrder preprocessor failed because it is impossible to find a path to reach destination (-1,-1) from (16,61).
DepartmentOfTransportation:GoToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:47:114STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:36:48:296STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:48:296STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:48:296STACKPreprocessor failed because the tile (42,69) is not stopable for army 5920.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:48:297STACKPreprocessor failed because the tile (73,72) is not stopable for army 8424.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:48:297STACKPreprocessor failed because the tile (23,64) is not stopable for army 6801.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:49:658STACKOrder preprocessing failed because we don't have enough resources.
DepartmentOfScience:BuyOutTechnologyPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:49:659STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:51:862STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:52:217STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:52:369STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:52:744STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:53:289STACKOrderGotoFail
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:LogWarning(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission_Garrison:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:54:057STACKPreprocessor failed because the tile (22,119) is not stopable for army 6447.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:54:574STACKGoToAndExecutePreprocessor
DepartmentOfTransportation:GoToAndExecutePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:55:629STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:55:629STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:58:907STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 6868, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:58:907STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:58:907STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: 0, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:36:59:594STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000020F3, empire: 99, guid: 6868, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:02:366STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:02:366STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:02:366STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:02:572STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:02:572STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:398STACKGotoAndAttack Preprocessor. Attacker=5285, Defender=6868.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:591STACKArmyGoToAndAttackInstruction: lock target 6868.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:837STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:04:838STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:329STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:329STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:329STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:330STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:330STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:331STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:331STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:332STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:332STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:332STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:332STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:334STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:335STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:335STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:962STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:05:962STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:205STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:206STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:206STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:206STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:206STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:206STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:206STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:207STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:207STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:207STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:207STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:207STACKGotoAndAttack Preprocessor. Attacker=8444, Defender=7837.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:435STACKArmyGoToAndAttackInstruction: lock target 7837.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:888STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:889STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:889STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:07:889STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:298STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:298STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:299STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:443STACKArmyGoToAndAttackInstruction: Attack target: 7837
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:443STACKArmyGoToAndAttackInstruction: Unlock target 7837.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:620STACKArmyGoToAndAttackInstruction: Attack target: 6868
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:620STACKArmyGoToAndAttackInstruction: Unlock target 6868.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:620STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:620STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:620STACKBattleEffect_CancelEffect cannot cancel BattleEffect_Submerge: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectController:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:OnRoundStart() BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:620STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:621STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:621STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:621STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:08:850STACKPreprocessor failed because the tile (52,28) is not stopable for army 8668.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:10:817STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:37:11:770STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1274'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:12:016STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:37:12:195STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:12:836STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:16:313STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:16:313STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:16:792STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:16:793STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:16:793STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:16:793STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:20:168STACKPreprocessor failed because the tile (42,21) is not passable for army 5723.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:20:168STACKPreprocessor failed because the tile (42,21) is not stopable for army 5723.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:23:500STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:23:500STACKThe construction 8511 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:23:647STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury15').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:23:647STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury15').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:23:647STACKBooster BoosterLuxury15 does not have an activations counter property named 'BoosterLuxury15Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:26:316STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:37:26:873STACKOrder preprocessing failed because the constructible element CityConstructibleActionPurgeTheLand is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:27:263STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:27:263STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:29:442STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:29:443STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:29:443STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:29:443STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:37:29:443STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:38:08:524STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:41:22:944STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:41:22:944STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:41:22:944STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:41:22:945STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:44:54:432STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:44:56:412STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:44:56:412STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:45:11:446STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:45:11:762STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:11:763STACKTimeout: Tickables NeedTick: AICommanderMission_MantaExploration,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,AICommanderMission_RoamingDefault,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,,,,NavyFortress,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,NavyFortress
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:915STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:915STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingFlames
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:915STACK[Desync] 'PointOfInterest#439' has been reattached to 'City#6719' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:915STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:915STACK[Desync] 'PointOfInterest#1020' has been reattached to 'City#7210' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:915STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:915STACK[Desync] 'PointOfInterest#1216' has been reattached to 'City#7896' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:916STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:916STACK[Desync] 'PointOfInterest#990' has been reattached to 'City#8254' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:916STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingMadFairies
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:916STACK[Desync] 'PointOfInterest#559' has been reattached to 'City#2778' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:916STACK[Net,Client] Dropped order OrderRemoveAffinityStrategicResource (GameClientState_Turn_End)
GameClient:SendMessageToServer(System.Reflection.ParameterInfo) PlayerController:PostOrder(System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorC7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:916STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingDrakkens
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:916STACK[Desync] 'PointOfInterest#520' has been reattached to 'City#2665' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:15:916STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:45:18:203STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:20:153STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:45:24:144STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:45:27:168STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:45:41:219STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:41:219STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:41:382STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:41:526STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:42:881STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:45:43:781STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:45:45:436STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345
EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AICommander_KaijuAdquisition:SendAttackKaijuAction() AICommander_KaijuAdquisition:PopulateMission() AICommander:CreateMission() AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo) AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:45:46:039STACKThe agent NetEmpireMoney init value is out of agent range -1.879161E-08 not in [0,1]. it will be clamped.
NetEmpireMoneyAgent:ComputeInitValue() Amplitude.Unity.AI.Amas.Agent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationAgent:Reset() Amplitude.Unity.AI.Amas.Simulation.SimulationNormalizedAgent:Reset() NetEmpireMoneyAgent:Reset() Amplitude.Unity.AI.Amas.AgentGroup:Reset() Amplitude.Unity.AI.Amas.Amas:Reset() ResourceEvaluationAmas:Run() AILayer_ResourceAmas:AmasUpdate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:45:46:684STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:47:057STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:47:058STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 3.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:47:058STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 4.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:47:230STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:47:230STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:CheckForQuestDefinitionTriggers(System.Reflection.ParameterInfo) QuestManager:CompleteQuestBehaviour(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator6E5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:47:613STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:47:613STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:47:797STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#000024E8, empire: 74, guid: 8761, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:50:618STACKGotoAndAttack Preprocessor. Attacker=5719, Defender=3936.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:50:794STACKArmyGoToAndAttackInstruction: lock target 3936.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:53:947STACKArmyGoToAndAttackInstruction: Attack target: 3936
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:53:947STACKArmyGoToAndAttackInstruction: Unlock target 3936.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:56:440STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:57:409STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:57:867STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:58:203STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:58:203STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:010STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:010STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:010STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:010STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:011STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:011STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:011STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:011STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:012STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectCreepingNodeTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:012STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectCityLookAtToInfiltrate:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:45:59:012STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_PacifyVillage:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:02:798STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:46:04:199STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:04:199STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury5').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:04:199STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury5').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:04:199STACKBooster BoosterLuxury5 does not have an activations counter property named 'BoosterLuxury5Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:04:352STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:08:164STACKPreprocessor failed because the tile (43,85) is not stopable for army 3347.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:10:467STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:10:467STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:10:795STACKEventBoosterActivated! (booster definition name: 'BoosterStrategic1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:10:795STACKEventBoosterStarted! (booster definition name: 'BoosterStrategic1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:10:796STACKBooster BoosterStrategic1 does not have an activations counter property named 'BoosterStrategic1Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:16:567STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:17:250STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:20:487STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:46:21:751STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:46:22:555STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury14').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:22:555STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury14').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:22:555STACKBooster BoosterLuxury14 does not have an activations counter property named 'BoosterLuxury14Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:27:205STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:27:583STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:150STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:150STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:150STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:150STACKEventBoosterActivated! (booster definition name: 'BoosterFood').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:150STACKEventBoosterStarted! (booster definition name: 'BoosterFood').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:150STACKBooster BoosterFood does not have an activations counter property named 'BoosterFoodActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:596STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:596STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:31:596STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:32:239STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:46:33:030STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:46:33:030STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:46:35:063STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:35:063STACKEventBoosterStarted! (booster definition name: 'BoosterIndustry').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:35:063STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:36:237STACKThe construction 8594 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:37:632STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:46:37:632STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:46:37:632STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:46:37:633STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:46:38:378STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:38:379STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:41:283STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:46:42:565STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:42:565STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:44:650STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:46:44:650STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:48:02:434STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:50:07:651STACKTimeout! The AI scheduler is taking too long allowing for the turn to end... aborting!
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:07:651STACKTimeout: Tickables NeedTick: AILayer_HeroAssignation,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_Garrison,,,,,,,,,,,,AICommanderMission_PacifyVillage,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,AICommanderMission_RoamingDefault,,,,,,,,AICommanderMission_RoamingDefault,,,,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,,,,,,,,,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,NavyFortress,,NavyFortress,,,NavyFortress,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,AICommanderMission_RoamingDefault,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,NavyFortress,,,,,,,,,,,,,,,,,,NavyFortress,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,AICommanderMission_RoamingDefault,,,,,
GameServerState_Turn_Finished+c__Iterator294:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:13:213STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator6EC:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:13:213STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:13:214STACK[Desync] 'PointOfInterest#1190' has been reattached to 'City#7095' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:13:214STACKpointOfInterest.SwapDescriptor from Null to AffinityMappingWinterShifters
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:13:214STACK[Desync] 'PointOfInterest#991' has been reattached to 'City#8254' (Dirty).
DepartmentOfTheInterior:BuildPointOfInterestImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PointOfInterestImprovementConstructionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1B6:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:13:214STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:50:15:033STACKInterpreter can't get the property 'CurrentEra' on simulation object 'Army#8434'.
Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionProperty:Evaluate(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionLink:Evaluate(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.Advanced.Interpreter:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PillageReward_Resource:GetValue(System.Reflection.ParameterInfo) PillageReward_Resource:ComputeReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:PillageSucceedPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
05:50:15:034STACKCan't find resource location 'EmpireMoney'.
DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1EA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:15:034STACKCan't find resource location 'Strategic3'.
DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1EA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:15:198STACKInterpreter can't get the property 'CurrentEra' on simulation object 'Army#7876'.
Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionProperty:Evaluate(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.Advanced.Interpreter+FunctionLink:Evaluate(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.Advanced.Interpreter:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PillageReward_Resource:GetValue(System.Reflection.ParameterInfo) PillageReward_Resource:ComputeReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:PillageSucceedPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.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()
05:50:15:198STACKCan't find resource location 'EmpireMoney'.
DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DroppableResource:IDroppableWithRewardAllocation.AllocateRewardTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1EA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:15:566STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:50:16:084STACKGameServerState_Turn_Begin.
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:18:520STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:50:22:685STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:50:40:894STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:40:894STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:40:951STACK[Net] Transition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:41:136STACKGameServerState_Turn_AI.
GameServerState_Turn_AI:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:42:567STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:50:43:708STACKCan't find resource location 'Production' (reference location: City#2574).
DepartmentOfTheTreasury:TryGetResourceStockValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AILayer_Economy:ParseEmpireEvaluableMessage() AILayer_Economy:ExecuteNeeds_ParseEvaluableMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:50:45:612STACK[SCORING] One or more component of score are wrong (glob: HeuristicValue loc: HeuristicValue), setting Interest to 0.12345
EvaluableMessage:SetInterest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AICommander_KaijuAdquisition:SendAttackKaijuAction() AICommander_KaijuAdquisition:PopulateMission() AICommander:CreateMission() AILayerCommanderController:AddCommander(System.Reflection.ParameterInfo) AILayer_ArmyManagement:RefreshCommanders(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIEntity:DoPasses(System.Reflection.ParameterInfo) AIEntity:NextPass(System.Reflection.ParameterInfo) AIPlayer:OnRun() AIPlayer_MajorEmpire:OnRun() AIPlayer:Start() AIScheduler:OnRun() AIScheduler:Run() Amplitude.Threading.Thread:Job()
05:50:47:167STACKGameServerState_Turn_Main.
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:47:503STACKGameClientState_Turn_Begin.
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:47:503STACKQuest 'MainQuestDrakkens-Chapter7', Timer '$TimeBeforeReset' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:47:503STACKQuest 'SideQuestPOI#0005', Timer '$TimeBeforeReset' eleapsedTurn = 4.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:47:504STACKQuest 'SideQuestPOI#0019', Timer '$TimeBeforeQuestComplete' eleapsedTurn = 1.
QuestBehaviourTreeNode_Decorator_TimerEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Decorator`1[T]:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Parallel:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteRunningQuests(System.Reflection.ParameterInfo) QuestManager:EventService_EventRaise(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_Begin+c__Iterator6EB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:47:587STACKGameClientState_Turn_Main.
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:47:911STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:47:912STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:47:912STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002A1C, empire: 8, guid: 8835, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:48:311STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002A1D, empire: 8, guid: 8839, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:48:418STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:48:519STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:48:519STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:48:519STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:48:519STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury10').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:48:519STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury10').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:48:519STACKBooster BoosterLuxury10 does not have an activations counter property named 'BoosterLuxury10Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:52:310STACKEmpty default class.... ConstructibleTooltipData
PanelFeatureEffects_DescriptorProvider+c__Iterator481:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanelFeature:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipPanel+ c__Iterator75:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Refresh(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipManager+ c__Iterator70:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:50:54:058STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:50:54:160STACKGotoAndAttack Preprocessor. Attacker=8225, Defender=5044.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:54:279STACKArmyGoToAndAttackInstruction: lock target 5044.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:56:377STACKArmyGoToAndAttackInstruction: Attack target: 5044
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:56:378STACKArmyGoToAndAttackInstruction: Unlock target 5044.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:56:697STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_Pacification=7955 for GenericCommander Priority 0.4545492
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:57:203STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:57:203STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:57:203STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:57:203STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:57:204STACKLOCKING: AICommanderMission_BailToCity tries to recruit Army assigned to AICommanderMission_RegroupArmyAt
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMission:CheckArmyGuid(System.Reflection.ParameterInfo) AICommanderMission:TryGetArmyData() AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:57:204STACKPreprocessor failed because the tile (65,69) is not stopable for army 5892.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:57:765STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_PacifyVillage=4943 for GenericCommander Priority 0.3861029
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:57:765STACKLOCKING: Unit shouldn't be in use, current unit state: Unit locked by AICommanderMission_Pacification=5118 for GenericCommander Priority 0.258164
AICommanderMission_RegroupArmyAt:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:223STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:224STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:224STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:224STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:224STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:224STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:224STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:224STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:224STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:225STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:225STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:225STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:225STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:479STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:479STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:479STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:479STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:644STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:644STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:644STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:644STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:644STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:645STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:645STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:645STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:645STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:646STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:646STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:646STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:646STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:647STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:58:647STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:502STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:502STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:502STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:502STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:503STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Execute(System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:503STACKBattleEffect_CancelEffect cannot cancel BattleEffectAddCorrosionAction: no such effect is applied!
BattleEffect_CancelEffect:ApplyEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectContext:UpdateEffect(System.Reflection.ParameterInfo) BattleEffectContext:Reset(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleEffectController:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionContext:ExecuteBattleEffects() BattleActionContext:RoundUpdate(System.Reflection.ParameterInfo) BattleActionContext:OnRoundStart(System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteAOEBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleActionController:ExecuteBattleAction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteUnitState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ExecuteAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeAttackAgainst(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ComputeAttack(System.Reflection.ParameterInfo) BattleSimulation:ComputeStates(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[BattleSimulationUnit]:ForEach(System.Reflection.ParameterInfo) BattleSimulation:DoRound(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:688STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:851STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:851STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:50:59:851STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:00:153STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:00:153STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:00:153STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_DestinationReached:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMissionWithRequestArmy:Running() AICommanderMission_AttackAndTameKaijuDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:00:297STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:00:784STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:01:533STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:01:732STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:02:383STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:03:671STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:51:04:914STACKLOCKING: AICommanderMission_ColonizationDefault tries to recruit Army assigned to AICommanderMission_BailToCity
AIData_Army:AssignCommanderMission(System.Reflection.ParameterInfo) AICommanderMissionWithRequestArmy:TryGetArmyData() AICommanderMission:Initializing() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:05:554STACKGotoAndAttack Preprocessor. Attacker=7867, Defender=7672.
DepartmentOfTransportation:GoToAndAttackPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:05:699STACKArmyGoToAndAttackInstruction: lock target 7672.
ArmyGoToAndAttackInstruction:OnStartMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:05:865STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:05:865STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury1').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:05:865STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury1').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:05:865STACKBooster BoosterLuxury1 does not have an activations counter property named 'BoosterLuxury1Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:06:031STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:06:494STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury2').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:06:494STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury2').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:06:495STACKBooster BoosterLuxury2 does not have an activations counter property named 'BoosterLuxury2Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:06:962STACKArmyGoToAndAttackInstruction: Attack target: 7672
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:06:962STACKArmyGoToAndAttackInstruction: Unlock target 7672.
ArmyGoToAndAttackInstruction:OnStopMoving() ArmyGoToInstruction:Tick(System.Reflection.ParameterInfo) DepartmentOfTransportation:UpdatePendingGoToInstructions(System.Reflection.ParameterInfo) DepartmentOfTransportation:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState`1[T]:Run() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:07:054STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury3').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:07:054STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury3').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:07:055STACKBooster BoosterLuxury3 does not have an activations counter property named 'BoosterLuxury3Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:07:773STACKPreprocessor failed because the tile (63,62) is not passable for army 2286.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:07:773STACKPreprocessor failed because the tile (63,62) is not stopable for army 2286.
DepartmentOfTransportation:MoveToPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:10:143STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1275'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:10:295STACKBefore 6282 to 0: I Железный Легион (5719) at -1 Ньяэгор (8094) at 0 I Деревянный Легион (6282) at 1
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:10:295STACKAfter: I Железный Легион (5719) at -1 Ньяэгор (8094) at 1 I Деревянный Легион (6282) at 0
BattleEncounter:ChangeContenderReinforcementRanking(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ChangeContenderReinforcementRankingPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:10:781STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_Move:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission:Running() AICommanderMission_RegroupArmyAt:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:11:432STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:11:432STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:11:710STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:11:710STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionning:GetTerrainType(System.Reflection.ParameterInfo) BattleSimulationUnit:GetBattleDescriptorsForTerrain(System.Reflection.ParameterInfo) BattleSimulationUnit:RemoveTerrainBattleDescriptors(System.Reflection.ParameterInfo) BattleSimulationUnit:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationUnit:Spawn(System.Reflection.ParameterInfo) BattleSimulation:SpawnReinforcements() BattleSimulation:InitRound() BattleSimulation:DoTargetingPhase() BattleController+c__Iterator2CA:MoveNext() Amplitude.Coroutine:Run() BattleController:Update() BattleEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:11:958STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_MoveEnded:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:11:958STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator_SelectPillageTarget:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Decorator:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Include:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:11:958STACK$Army locked or in encounter
Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Log(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:GetArmyUnlessLocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action_GeneratePath:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIBehaviorTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Selector:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTree:Execute(System.Reflection.ParameterInfo) AIArmyMission:Tick() AICommanderMission_RoamingDefault:Running() AICommanderMission:Process() AICommanderMission:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:12:358STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:12:358STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:17:201STACKAudio emitter can't play persistant event 'Sfx/Boats/Boat_Loop' because it is not ready yet.
Amplitude.Unity.Audio.AudioEmitter:PlayPersistantEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPawn:OnMoveStart() WorldPawn:Update()
05:51:17:311STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:17:312STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:17:312STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:17:444STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:20:158STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #8, context: 'Fortress#1285'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:SwapFortressOccupant(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fortress:CleanAfterEncounter(System.Reflection.ParameterInfo) GameClient:CleanAndHealContender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6B6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:21:709STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:309STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:309STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8875, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8879, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8883, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:310STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8887, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8891, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:311STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8895, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8899, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:312STACKUpdateArmyObjective.Initialize
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Initialize(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Initialize(System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNodeController:Initialize(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:313STACKPosting order: [Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00000000, empire: 99, guid: 8903, level: 3.
QuestBehaviourTreeNode_Action_SpawnArmy:SpawnArmy(System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action_SpawnArmy:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:313STACKUpdateArmyObjective.Execute
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:313STACK[UpdateArmyObjective] Execute: Valid objective : Behaviour: Roaming, Target City GUID: 0, Target Empire: -1, Siege Turns Number 4
QuestBehaviourTreeNode_Action_UpdateArmyObjective:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviourTreeNode_Action:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.AI.BehaviourTree.BehaviourTreeNode_Sequence:Execute(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBehaviour:Execute(System.Reflection.ParameterInfo) QuestManager:IQuestManagementService.ExecuteQuest(System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:InteractWithPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:313STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002E9C, empire: 99, guid: 8875, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:451STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002EA1, empire: 99, guid: 8879, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:663STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002EA6, empire: 99, guid: 8883, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:754STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002EAB, empire: 99, guid: 8887, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:24:842STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002EB0, empire: 99, guid: 8891, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:25:588STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002EB5, empire: 99, guid: 8895, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:25:682STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002EBA, empire: 99, guid: 8899, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:25:763STACK[Order] OrderSpawnArmy::DepartmentOfDefense/OrderSpawnArmy#00002EBF, empire: 99, guid: 8903, level: 3
DepartmentOfDefense+c__Iterator1EF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:26:144STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury15').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:26:144STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury15').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:26:144STACKBooster BoosterLuxury15 does not have an activations counter property named 'BoosterLuxury15Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:26:561STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:27:757STACKDiplomatic relation between empire 0 and empire 5: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:27:757STACKDiplomatic relation between empire 5 and empire 0: Remove ability Unknown
DiplomaticRelation:IDiplomaticRelationManagment.RemoveDiplomaticAbility(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagment.SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__Iterator6C0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:29:738STACKCan't stop music (name: 'MajorFactionDiscoveryJingle') because it is not currently running.
Amplitude.Unity.Audio.AudioManager:StopMusic(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:StopLayeredMusic(System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator3C6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:51:29:738STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.Proxies.GuiAudioProxy:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationPanelDiplomaticInteraction+c__Iterator3F2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) GuiPanel:Show(System.Reflection.ParameterInfo) NotificationPanelBase:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager+ c__Iterator5D:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:PushPanelOperation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:Show(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiNotification:OnItemClick(System.Reflection.ParameterInfo) NotificationItem:OnToggleEventCB(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationListPanel:CheckAutoshow() NotificationListPanel+ c__Iterator3C6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:51:30:482STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:30:482STACKEventBoosterActivated! (booster definition name: 'BoosterIndustry').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:30:482STACKBooster BoosterIndustry does not have an activations counter property named 'BoosterIndustryActivations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:33:715STACKThe construction 8800 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:34:414STACKUnknown defender (type: 'Kaiju', guid: 4544).
DepartmentOfForeignAffairs:DepartmentOfDefense_OnAttackStart(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator1D5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:36:973STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:36:973STACKSynchronous job SynchronousJob_QueueResearch failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:36:973STACKThe construction 8803 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:37:370STACKEventBoosterActivated! (booster definition name: 'BoosterLuxury7').
EventBoosterActivated:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Booster:Activate() DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:37:370STACKEventBoosterStarted! (booster definition name: 'BoosterLuxury7').
EventBoosterStarted:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:37:371STACKBooster BoosterLuxury7 does not have an activations counter property named 'BoosterLuxury7Activations'.
DepartmentOfPlanificationAndDevelopment:ActivateBooster(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfPlanificationAndDevelopment+c__IteratorAD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:40:048STACKThe construction 8804 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1AE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:40:048STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:40:158STACKOrder preprocessing failed because the constructible element DistrictImprovement1 is not allowed to be queued.
DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:42:382STACKSynchronous job SynchronousJob_BuyoutKaijuUnlock failed.
SynchronousJobRepository:Tick() TickableRepository:Tick(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:51:43:706STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:52:01:579STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:52:01:580STACKworldPosition (-1,-1)
WorldPositionExtension:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DefaultGlobalPositionning:GetWorldInfoFromAbsoluteWorldPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+AcceptVegetationObjectHelper:AcceptObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddMeshFromMeshFilterInInstanciedMeshBlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:AddOptionDependantPrefabData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer:SpawnDecorationFromTerrainType(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HxVegetationPatchRenderer+c__Iterator74B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:52:59:819STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:53:00:804STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:53:00:805STACKUnable to retrieve the 'DistrictDust' descriptor from the database.
DepartmentOfTheInterior:ApplySimulationLayerDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyAnomalyDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ApplyDistrictProxyDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) WorldPositionSimulationEvaluator:EvaluateWorldPositions(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer:SpawnDecorationFromTerrainFidsBatched(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsPatchRenderer+c__Iterator748:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:53:23:633STACKRegister new contract DiplomaticContract 8978 EmpireWhichInitiated: Empire 0 EmpireWhichProposes: Empire 0 EmpireWhichReceives: Empire 7 State: Negotiation Revision: 0 .
DiplomacyManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator6AB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
05:54:17:757STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalPanel:OnSaveCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
05:54:17:758STACKTrying to save an kiaju army without units.
DepartmentOfDefense:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:WriteXml(System.Reflection.ParameterInfo) Empire:WriteXml(System.Reflection.ParameterInfo) KaijuEmpire:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) Game:WriteXml(System.Reflection.ParameterInfo) Amplitude.Xml.XmlWriter:WriteElementSerializable(System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo) GameManager+c__Iterator2E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LoadSaveModalPanel:OnSaveCB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
05:54:32:741STACK[GameServer][Net] SteamGameServer is null. Forcing shutdown anyway...
GameServer:Disconnect() GameServer:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
05:54:32:741STACKUnloading game; destroying the world view technique...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
05:54:32:741STACKReleasing the current world view technique...
WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
05:54:32:742STACKInsideFramePostProcess.Unload
InsideFramePostProcess:Unload() WorldViewTechnique:UnloadAncillaries() WorldView:ReleaseCurrentWorldViewTechnique() WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
05:54:32:742STACKUnloading game; destroying all world patches...
WorldView:UnloadGame(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
05:54:32:742STACKThe 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()
05:54:32:742STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
05:54:32:742STACKGame has been released.
Game:OnRelease() Amplitude.Unity.Game.Game:Release() Amplitude.Unity.Game.GameManager:ReleaseGame() GameClient:Dispose(System.Reflection.ParameterInfo) GameInterface:Dispose() Session:Dispose(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Dispose() Amplitude.Unity.Session.SessionManager:ReleaseSession() RuntimeState_Lobby:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
05:54:32:743STACKThe 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()
05:54:32:743STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:54:33:266STACKLoading the outgame view...
OutGameView+c__Iterator713:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView:LoadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
05:54:33:266STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MenuScoreScreen+c__Iterator677:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) OutGameView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator9F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
05:54:33:603STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:54:37:652STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:54:39:889STACKPlaying layered music
Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:PlayLayeredMusic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView+c__Iterator713:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:54:42:467STACKSteamClientCallbacks_SteamServerConnectFailure
Amplitude.Unity.Steam.SteamManager:SteamClientCallbacks_SteamServerConnectFailure(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
05:55:10:360STACKShutting down...
Amplitude.Unity.Framework.Application+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:Quit() MenuMainScreen:OnExitResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MessagePanel:OnButton1CB(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:LateUpdate()
05:55:10:773STACKShudown complete.
Amplitude.Unity.Framework.Application+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__IteratorA2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
05:55:10:773STACKFlush diagnostics before closing streams.
Amplitude.Unity.Framework.Application:OnApplicationQuit() Application:OnApplicationQuit()