Click on buttons to toggle visibility. Click on STACK buttons to toggle visibility of stack traces.
13:09:13:477STACKStarting the application, version is V0.3.7 S2 BETA-Public (64-bit)...
Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:478STACKRunning 64-bit mode...
Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:478STACKGame directory is "C:\Users\Vamd\Documents\Endless Space 2".
Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:478STACK[Steam] Available game languages are 'english', current game language is 'english'.
Amplitude.Unity.Framework.Application+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:478STACK[Steam] Steam user id is '0x0110000102d09917'.
Amplitude.Unity.Framework.Application+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:478STACK[Steam] Steam user name is 'VAMD'.
Amplitude.Unity.Framework.Application+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:478STACKLoading registry file 'D:/SteamLibrary/steamapps/common/Endless Space 2\Registry.xml'...
Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistry() Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:478STACKRegistry file 'C:\Users\Vamd\Documents\Endless Space 2\Registry.xml' does not exist.
Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistry() Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:478STACKLoading registry file 'C:\Users\Vamd\Documents\Endless Space 2\Users\47225111\Registry.xml'...
Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application:LoadRegistry() Amplitude.Unity.Framework.Application+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACKInitializing the Wwise sound engine...
Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACKSound engine initialized.
Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACK4 audio modules have been loaded.
Amplitude.Unity.Audio.AudioManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACK147 LipSync Data successfully loaded
Amplitude.Unity.Audio.LipSyncManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACKPlaying with 1 downloadable content(s): Collector Edition.
DownloadableContentManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACKHello 'VAMD'!
Amplitude.Unity.Steam.SteamManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACKChanging display settings to 2560x1080, 60Hz...
Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings() Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACK... switching to 2560x1080 (60) FullscreenWindow...
Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings() Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:557STACKSetting the general quality level to '5'.
Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo) Amplitude.Unity.Video.VideoManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:696STACKBinding service [IGPUColorEvolutionService] with context [AllwaysActivatedCamera] with an instance of type [GPUColorEvolutionManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GPUColorEvolutionManager+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:696STACKCurrent game language is 'english'.
Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:696STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%EmpireAttitudeReserved' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:696STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%EmpireAttitudeWary' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:696STACKResolution has been changed.
Amplitude.Unity.Video.VideoManager+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:697STACKCameraManager.VideoSettingsService_ResolutionChange.
CameraManager:VideoSettingsService_ResolutionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Video.VideoManager+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:697STACKResetting Camera Aspect has been changed 2.37037 -> 2.37037.
CameraManager:VideoSettingsService_ResolutionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Video.VideoManager+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:697STACKVideoStateManager : Device lost
VideoStateManager:LateUpdate()
13:09:13:837STACKAI folder path: D:/SteamLibrary/steamapps/common/Endless Space 2/Public/AI/
AIManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:837STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%MinorFactionCurrentAllyDescription' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:837STACKVideoStateManager : Device is no longer lost
VideoStateManager:LateUpdate()
13:09:13:870STACKError message modal is disabled.
GuiManager+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:870STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_Laws03Popup-Title' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:870STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_HeroShipDesign00Popup-Title' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:870STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%Tutorial_HeroShipDesign00Popup-Description' was already registered for the same revision number #1.
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Localization.LocalizationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:912STACKThe audio manager is ready.
Amplitude.Unity.Audio.AudioManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:912STACKRuntime configuration is null or empty; using the default module 'Endless Space 2' as new configuration.
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:912STACKLoading runtime module 'Endless Space 2'...
Amplitude.Unity.Runtime.Runtime+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:912STACKLoading runtime registry files...
Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.Application+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:926STACKLoading plugin files for database of type 'GalaxyGeneratorWeightTableDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:930STACKLoading plugin files for database of type 'Generator.Definitions.PlanetaryResourceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:947STACKLoading plugin files for database of type 'Generator.Definitions.PlanetGameplayTypeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:963STACKLoading plugin files for database of type 'Generator.Definitions.PlanetTemperatureDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:980STACKLoading plugin files for database of type 'StarSystemNodeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:13:997STACKLoading plugin files for database of type 'SpecialNodeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:013STACKLoading plugin files for database of type 'NodeVisibilityConditionsDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:152STACKLoading plugin files for database of type 'EntityActionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:161STACKLoading plugin files for database of type 'DiplomaticRelationState'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:163STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:271STACKLoading plugin files for database of type 'ForeignAffairsConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:274STACKLoading plugin files for database of type 'DiplomaticPressureEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:280STACKLoading plugin files for database of type 'WarPointsRewardDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:297STACKLoading plugin files for database of type 'ContractStubDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:475STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:483STACKLoading plugin files for database of type 'ResourceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:487STACKLoading plugin files for database of type 'PlanetReserveDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:496STACKLoading plugin files for database of type 'PropagatedPlanetDescriptorDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:513STACKLoading plugin files for database of type 'PropagatedPlanetPropertyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:530STACKLoading plugin files for database of type 'SystemDefenseThresholdDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:547STACKLoading plugin files for database of type 'PopulationDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:563STACKLoading plugin files for database of type 'PopulationAspirationDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:580STACKLoading plugin files for database of type 'HappinessStatusSetDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:597STACKLoading plugin files for database of type 'PopulationEventDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:614STACKLoading plugin files for database of type 'PopulationPoliticalTraitDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:630STACKLoading plugin files for database of type 'PopulationStateDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:647STACKLoading plugin files for database of type 'PopulationCollectionBonusTrait'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:663STACKLoading plugin files for database of type 'PopulationModifiersTrait'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:680STACKLoading plugin files for database of type 'ResourceDepositDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:697STACKLoading plugin files for database of type 'AnomalyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:722STACKLoading plugin files for database of type 'ShipDesignDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:730STACKLoading plugin files for database of type 'ShipRoleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:828STACKLoading plugin files for database of type 'HullDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:885STACKLoading plugin files for database of type 'ModuleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:888STACKLoading plugin files for database of type 'MedalDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:896STACKLoading plugin files for database of type 'RankDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:913STACKLoading plugin files for database of type 'RankPatternDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:930STACKLoading plugin files for database of type 'LevelUpRuleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:14:946STACKLoading plugin files for database of type 'ShipConditionalConstructionEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:038STACKLoading plugin files for database of type 'IndustryConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:047STACKLoading plugin files for database of type 'AnomalyReductionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:058STACKLoading plugin files for database of type 'PlanetCuriosityExpeditionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:065STACKLoading plugin files for database of type 'RecipeIngredientDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:080STACKLoading plugin files for database of type 'RecipeSlotDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:097STACKLoading plugin files for database of type 'RecipeSpecialEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:113STACKLoading plugin files for database of type 'PlanetColonizationConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:265STACKLoading plugin files for database of type 'ScienceConstructibleElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:268STACKLoading plugin files for database of type 'TechnologyQuadrantDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:289STACKLoading plugin files for database of type 'TechnologyStageDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:299STACKLoading plugin files for database of type 'TechnologyLinkDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:313STACKLoading plugin files for database of type 'UnlockDatatableElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:330STACKLoading plugin files for database of type 'EmpireImprovementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:347STACKLoading plugin files for database of type 'TimeBubbleDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:363STACKLoading plugin files for database of type 'CostReduction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:380STACKLoading plugin files for database of type 'ResourceConverterDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:396STACKLoading plugin files for database of type 'ConstructionRefundDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:413STACKLoading plugin files for database of type 'BailiffDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:430STACKLoading plugin files for database of type 'TemporaryEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:446STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiWindowsStackDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:463STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:776STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:888STACKLoading plugin files for database of type 'AllianceGuiElement'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:897STACKLoading plugin files for database of type 'GuiSorter'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:913STACKLoading plugin files for database of type 'GuiResourcePropertySet'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:930STACKLoading plugin files for database of type 'EncounterPlayTrajectoryDefinitionCollection'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:946STACKLoading plugin files for database of type 'GuiHighlightDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:963STACKLoading plugin files for database of type 'PanelFeatureModuleEffectsDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:980STACKLoading plugin files for database of type 'GuiCursor'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:15:997STACKLoading plugin files for database of type 'MouseCursorRule'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:013STACKCursorManager.LoadMouseRules
CursorManager:LoadMouseRules() CursorManager:Update()
13:09:16:013STACKCursorManager.LoadMouseRules success with 15 rules
CursorManager:LoadMouseRules() CursorManager:Update()
13:09:16:013STACKLoading plugin files for database of type 'Amplitude.Unity.View.Mapping.Xml.XmlMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:029STACKLoading plugin files for database of type 'Palette'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:048STACKLoading plugin files for database of type 'FactionTrait'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:063STACKLoading plugin files for database of type 'FactionAffinity'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:080STACKLoading plugin files for database of type 'FactionAffinityMapping'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:096STACKLoading plugin files for database of type 'FactionTraitCategoryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:113STACKLoading plugin files for database of type 'MinorFactionPersonalityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:130STACKLoading plugin files for database of type 'PersonalityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:147STACKLoading plugin files for database of type 'Faction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:163STACKLoading plugin files for database of type 'MajorFaction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:180STACKLoading plugin files for database of type 'MinorFaction'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:255STACKLoading plugin files for database of type 'EncounterArenaDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:270STACKLoading plugin files for database of type 'EncounterFlotillaMatchDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:274STACKLoading plugin files for database of type 'EncounterEntityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:291STACKLoading plugin files for database of type 'EncounterPlayDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:296STACKLoading plugin files for database of type 'EncounterSequenceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:314STACKLoading plugin files for database of type 'EncounterArrivalSequenceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:330STACKLoading plugin files for database of type 'EncounterFormationDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:346STACKLoading plugin files for database of type 'EncounterTargetingRangeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:363STACKLoading plugin files for database of type 'EncounterEventToRealizationEventDictionaryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:381STACKLoading plugin files for database of type 'SalvoDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:398STACKLoading plugin files for database of type 'BattleActionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:414STACKLoading plugin files for database of type 'RealizationEventDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:438STACKLoading plugin files for database of type 'BattleEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:817STACKLoading plugin files for database of type 'CameraShotDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:826STACKLoading plugin files for database of type 'PoliticsDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:835STACKLoading plugin files for database of type 'GovernmentDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:870STACKLoading plugin files for database of type 'LawDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:880STACKLoading plugin files for database of type 'ElectionProcessTaskDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:897STACKLoading plugin files for database of type 'ElectionProcessDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:914STACKLoading plugin files for database of type 'SenatorInteractionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:931STACKLoading plugin files for database of type 'ElectionActionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:947STACKLoading plugin files for database of type 'PoliticsSupportStatusDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:964STACKLoading plugin files for database of type 'PoliticsExperienceStatusDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:981STACKLoading plugin files for database of type 'HeroAffinityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:16:998STACKLoading plugin files for database of type 'HeroClassDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:17:014STACKLoading plugin files for database of type 'HeroPoliticsDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:17:030STACKLoading plugin files for database of type 'HeroSkillTreeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:17:047STACKLoading plugin files for database of type 'HeroSkillDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:17:064STACKLoading plugin files for database of type 'HeroMasteryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:17:080STACKLoading plugin files for database of type 'HeroUnlockGaugeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:17:097STACKLoading plugin files for database of type 'ScoreProviderListDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:17:114STACKLoading plugin files for database of type 'HeroDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:18:481STACKLoading plugin files for database of type 'QuestDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:18:486STACKLoading plugin files for database of type 'QuestEffectDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:18:573STACKLoading plugin files for database of type 'QuestTriggeringProbabilityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:18:590STACKLoading plugin files for database of type 'Droplist'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:723STACKLoading plugin files for database of type 'TutorialDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:745STACKLoading plugin files for database of type 'VictoryConditionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:750STACKLoading plugin files for database of type 'GameStatisticDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:764STACKLoading plugin files for database of type 'FleetNameMappingDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:789STACKLoading plugin files for database of type 'CuriosityDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:801STACKLoading plugin files for database of type 'CuriosityDroplist'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:814STACKLoading plugin files for database of type 'Amplitude.Unity.Game.Orders.OrderPolicySetup'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:831STACKLoading plugin files for database of type 'GameSettingDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:847STACKLoading plugin files for database of type 'GameSettingRestrictionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:864STACKLoading plugin files for database of type 'TradingCompanyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:880STACKLoading plugin files for database of type 'TradableCategoryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:897STACKLoading plugin files for database of type 'TradableSubCategoryDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:914STACKLoading plugin files for database of type 'TradableDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:931STACKLoading plugin files for database of type 'MarketplaceAdvertisementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:19:947STACKLoading plugin files for database of type 'TradingCompanyImprovementDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:093STACKLoading plugin files for database of type 'MarketplaceEventDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:110STACKLoading plugin files for database of type 'MinorStateDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:116STACKLoading plugin files for database of type 'ImprovementListDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:119STACKLoading plugin files for database of type 'PlanetImprovementMappingDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:131STACKLoading plugin files for database of type 'FleetMissionDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:192STACKLoading plugin files for database of type 'SystemDiscoverySequenceDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:196STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:200STACKLoading plugin files for database of type 'GroundBattleViewerConfig'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:214STACKLoading plugin files for database of type 'GroundBattleTroopTypeConfig'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:231STACKLoading plugin files for database of type 'GroundBattleUnitConfig'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:247STACKLoading plugin files for database of type 'GroundBattleStrategyDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:264STACKLoading plugin files for database of type 'ManpowerUpgradeDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:280STACKLoading plugin files for database of type 'SystemSupervisorDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:20:297STACKLoading plugin files for database of type 'MinigameDefinition'...
Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKSpent 6.4153669 second(s) loading the module plugins.
Amplitude.Unity.Runtime.Runtime+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKRuntime hash key = '73715CA96F7B585E5A018BD7A614BAE2'.
Amplitude.Unity.Runtime.Runtime+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKWaiting for Steam statistics and achievements reception callback...
Amplitude.Unity.Achievement.SteamAchievementManager:LoadStatistics() Amplitude.Unity.Achievement.NetworkAchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:Load() AchievementManager:Load() AchievementManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKWaiting for Steam statistics and achievements reception callback...
Amplitude.Unity.Achievement.SteamAchievementManager:LoadAchievements() Amplitude.Unity.Achievement.NetworkAchievementManager:Load() Amplitude.Unity.Achievement.SteamAchievementManager:Load() AchievementManager:Load() AchievementManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKCan't find the element 'ClassModuleSupportDefenseMatrix' in database of simulation descriptors.
Amplitude.Unity.Simulation.SimulationDescriptorReference:GetSimulationDescriptorsFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ModuleDefinition:get_Descriptors() ModuleDefinition+c__Iterator1:MoveNext() Module:BuildSimulationObject() Module:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKCannot find the GuiElement for 'EmpireImprovementMovementBonus'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKCannot find the GuiElement for 'EmpireImprovementFreeMovement'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKCannot find the GuiElement for 'LawP01L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKCannot find the GuiElement for 'LawP02L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKCannot find the GuiElement for 'LawP03L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:479STACKCannot find the GuiElement for 'LawP04L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'LawP05L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'LawP06L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'TradingCompanyImprovementEfficiency1'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'TradingCompanyImprovementShip1'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'LawP01L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'LawP02L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'LawP03L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'LawP04L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'LawP05L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCannot find the GuiElement for 'LawP06L05'
GuiWrapper:Bind(System.Reflection.ParameterInfo) GuiWrapper:.ctor(System.Reflection.ParameterInfo) GuiUnlock:.ctor(System.Reflection.ParameterInfo) GuiLaw:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildSenateRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACK[GuiUnlock] Could not find any GuiUnlock instance for PrivateerFleetAction (PrivateerFleetActionDefinition)
GuiWrapperProvider:GetGuiUnlock(System.Reflection.ParameterInfo) GuiTechnology2:BuildListOfUnlockedGuiUnlocks() GuiTechnology2:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACK[TechnologyUnlocks] Could not generate GuiUnlock for ScienceConstructibleElement+Unlockable
GuiTechnology2:BuildListOfUnlockedGuiUnlocks() GuiTechnology2:.ctor(System.Reflection.ParameterInfo) GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers() GuiWrapperProvider+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKAnimated Portrait 'DiplomaticPortraitLipSync' has no child LipSync component
DiplomaticPortraitLipSync:Initialize(System.Reflection.ParameterInfo) DiplomaticPortraitLipSync:Awake() UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo) UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:InstantiatePrefab(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:InstantiateWindows() Amplitude.Unity.Gui.GuiManager:InstantiateWindows() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:480STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'GuiValueController, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).
AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo) AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:ApplyTemplate() AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKTrying to add texture SliderThumb which already exists in the atlas
AgeAtlas:AddTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeAtlas:Init() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKRebuilding the texture atlas...
AgeAtlas:Build() AgeManager:Init() Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKLoaded 135 modifier templates
Amplitude.Unity.Gui.GuiManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo) Amplitude.Unity.Runtime.RuntimeManager+ c__Iterator4:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:09:22:481STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:09:22:481STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).
AgeModifierItem:GetPropertyValue() AgeModifierItem:GetTargetValue() AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo) AgeControl:NotifyChange(System.Reflection.ParameterInfo) AgeControlButton:OnResetInteraction() AgeControl:Init() AgeControl:Start()
13:09:22:481STACKSteamClientCallbacks_UserStatsReceivedCallback
Amplitude.Unity.Achievement.SteamAchievementManager:SteamClientCallbacks_UserStatsReceivedCallback(System.Reflection.ParameterInfo) Amplitude.Interop.Steamworks+SteamAPI:SteamAPI_RunCallbacks() Amplitude.Interop.Steamworks+SteamAPI:RunCallbacks() Amplitude.Unity.Steam.SteamManager:FixedUpdate()
13:09:22:492STACKRuntimeState_OutGame.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:22:492STACKLoading the outgame view...
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView:LoadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:22:492STACKForce Clear of AlwaysActiveCamera
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView:LoadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:22:874STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake()
13:09:22:874STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake()
13:09:22:874STACKInitializing GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:874STACKBinding service [ICircleRendererService] with context [Battle] with an instance of type [CircleRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CircleRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKLoading the GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKIn Technique Battle, Load
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKIn Technique Battle, load rendering technique ancillaries CircleRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:22:875STACKInitializing GalaxyViewTechniqueLoaderComponent took 0 frames
GalaxyViewTechniqueLoaderComponent+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:Start()
13:09:23:081STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:09:23:081STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() Amplitude.Unity.Graphics.HxFxSystemManager:Start()
13:09:23:081STACKRelease Clear of AlwaysActiveCamera
OutGameView+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:23:081STACKRelease ComputeBuffer
AgeDistanceFieldGlyphRenderer:ReserveComputeBuffer(System.Reflection.ParameterInfo) AgeDistanceFieldGlyphRenderer:ResizeComputeBuffer(System.Reflection.ParameterInfo) AgeDistanceFieldGlyphRenderer:RenderGlyphs(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeGlyphAtlas:RenderRequestedGlyphs(System.Reflection.ParameterInfo) AgeGlyphManager:PrepareGlyphs() AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:09:23:295STACKMissing translation for %AffinityGameplayBalancingTitle
GuiWrapper:get_Title() GuiFactionTrait:get_Title() GuiFactionTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionDetailsPanel:InitializeAffinityCache() CustomFactionDetailsPanel:OnLoad() CustomFactionSubPanel:Load(System.Reflection.ParameterInfo) CustomFactionPanel:m__0(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo) CustomFactionPanel:Load() FactionChoiceModalWindow+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:23:295STACKMissing translation for %PopulationCollectionBonusTraitCraverTitle
GuiWrapper:get_Title() GuiPopulationTrait:get_Title() GuiPopulationTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionPopulationPanel:FillDroplist(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionPopulationPanel:OnLoad() CustomFactionSubPanel:Load(System.Reflection.ParameterInfo) CustomFactionPanel:m__0(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo) CustomFactionPanel:Load() FactionChoiceModalWindow+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:23:295STACKMissing translation for %PopulationPoliticalTraitScientist02Title
GuiWrapper:get_Title() GuiPopulationTrait:get_Title() GuiPopulationTrait:GetFullTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionPopulationPanel:FillDroplist(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CustomFactionPopulationPanel:OnLoad() CustomFactionSubPanel:Load(System.Reflection.ParameterInfo) CustomFactionPanel:m__0(System.Reflection.ParameterInfo) System.Collections.Generic.List`1[CustomFactionSubPanel]:ForEach(System.Reflection.ParameterInfo) CustomFactionPanel:Load() FactionChoiceModalWindow+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:27:397STACKRebuilding the texture atlas...
AgeAtlas:Build() AgeManager:SwitchHighDefinition(System.Reflection.ParameterInfo) GuiManager+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:27:398STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:09:27:398STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:09:27:398STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:09:28:204STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:09:34:800STACKLoading file 'C:\Users\Vamd\Documents\Endless Space 2\Save Files\QuickSave.zip'
GameManager:LoadGame(System.Reflection.ParameterInfo) LoadSaveModalWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:34:838STACKRuntimeState_OutGame.End()
RuntimeState:End(System.Reflection.ParameterInfo) RuntimeState_OutGame:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACKRuntimeState_Lobby.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACKThe session has been created; opening the session in 'Single' mode (default)...
RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACKOnSessionChange: Opening.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACKThe session has been opened.
RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACK[DownloadableContent] DownloadableContentSharing.SharedByServer is null.
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACK[ChatMessage] RECV: l:/sbs/0 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACK[ChatMessage] RECV: l:/_turn/83 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:838STACK[ChatMessage] RECV: l:/sessionname/VAMD's game (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/owner/0 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/version/12885360642 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/versionlabel/BETA-Public (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/sbs/0 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/allowcustomfactions/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ILobbySlotProvider] RefreshLobbySlotCount(7)
Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnNumberOfSlotsChanged(System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/competitorcount/7 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/gamespeed/Fast (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/gamedifficulty/Easy (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/randomeventsrarity/Abundant (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/metaplotprobability/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/animationspeedmultiplier/2 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:839STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/battleautostarttimerduration/20 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/allowspacebattlerewatch/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:840STACK[ChatMessage] RECV: l:/score/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/military/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/supremacy/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/conquest/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/science/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/economy/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/wonder/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/tutorialmode/None (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/galaxyshape/Spiral8 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/galaxysize/Large (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/galaxydensity/High (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/constellationquantity/Many (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/resourcesabundance/Abundant (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:841STACK[ChatMessage] RECV: l:/anomalyabundance/Abundant (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/curiosityabundance/Abundant (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Abundant (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/minorfactionsquantity/High (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Hard (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/runtimehash/73715CA96F7B585E5A018BD7A614BAE2 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/owner/0 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/version/12885360642 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/versionlabel/BETA-Public (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: l:/_issavedgame/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ILobbySlotProvider] RefreshLobbySlotCount(7)
Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:842STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionVampirilis","FactionDescription":"","PopulationDescription":"","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"CustomUsername":"","SteamID":76561198007490839,"ReservedSteamID":76561198007490839}} (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:AttributeSlotToUser(System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionOpened() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:843STACKOnSessionChange: Opened.
Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:843STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Session:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:843STACK[ChatMessage] RECV: l:/runtimehash/73715CA96F7B585E5A018BD7A614BAE2 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:843STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:843STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:843STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:843STACK[ChatMessage] RECV: l:/sbs/0 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:OnSessionCreated() RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo) Amplitude.Unity.Session.SessionManager:CreateSession() RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
13:09:34:843STACKSessionState_Opened.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:843STACKSessionState_Opened.End()
SessionState:End(System.Reflection.ParameterInfo) SessionState_Opened:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:843STACKSessionState_OpenedAndReady.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:843STACK[ChatMessage] RECV: q:/ready/0/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Session:SetLocalMemberReady(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:843STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionVampirilis","FactionDescription":"","PopulationDescription":"","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"CustomUsername":"","SteamID":76561198007490839,"ReservedSteamID":76561198007490839}} (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:TryReadySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Session:SetLocalMemberReady(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:848STACKSessionState_OpenedAndReady.End()
SessionState:End(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:849STACKSessionState_OpenedAndCounting.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:861STACKSessionState_OpenedAndCounting.End()
SessionState:End(System.Reflection.ParameterInfo) SessionState_OpenedAndCounting:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:861STACKSessionState_OpenedAndLaunching.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:861STACK[ChatMessage] RECV: q:/ready/0/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Session:SetLocalMemberReady(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:861STACK[ChatMessage] RECV: r:/0x0110000102d09917/q:/ready/0/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Session:SetLocalMemberReady(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:861STACKLaunchAsync()
SessionState_OpenedAndLaunching+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:887STACKLaunching the game server...
Session:IGameServerLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:887STACKGameServerState_InitializeServer
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:887STACKGameServerState_LaunchGame
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:921STACK[IEndTurnService] RegisterValidator | Registered Method 'GuiNotificationManager.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) GuiNotificationManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Game+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:34:922STACKWaiting for the ignition of all game ancillaries...
Amplitude.Unity.Game.Game+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:34:922STACKLaunching the game client...
Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:922STACK[IEndTurnService] RegisterCanExecuteValidator | Registered Method 'GameClient.CanExecuteEndTurn'.
GameManager:RegisterCanExecuteValidator(System.Reflection.ParameterInfo) GameClient:.ctor(System.Reflection.ParameterInfo) Session:IGameClientLauncher.Launch() SessionState_OpenedAndLaunching+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:922STACKGameClientState_WaitingForServer
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:34:922STACKGameClientState_ConnectingToServer
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_ConnectingToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:774STACKAll game ancillaries have been ignited.
Amplitude.Unity.Game.Game+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACKLoading from archive 'C:\Users\Vamd\Documents\Endless Space 2\Save Files\QuickSave.zip'...
GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[ChatMessage] RECV: l:/_turn/83 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACKUsing path to archive: 'C:\Users\Vamd\Documents\Endless Space 2\Save Files\QuickSave.zip'
GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACKLoading my game...
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[ChatMessage] RECV: l:/_turn/83 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:774STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:775STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:776STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:777STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:778STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:779STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator30:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine:RunUntilIsFinished() Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+ c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:780STACKSessionState_OpenedAndLaunching.End()
SessionState:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:780STACKSessionState_OpenedAndLaunched.Begin()
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:780STACKInitiate connection to server with steamIDRemote: 0x110000102d09917, steamIDUser: 0x110000102d09917.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:780STACKGot initiate connection response from server.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:780STACKEmpire index unset. Retrieved #0 from lobby slot.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:791STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:791STACKSuccessfully connected to SteamGameServer.
GameClientState_ConnectingToServer:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:801STACKThe pathfinding service is ready.
PathfindingManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:801STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:802STACKGameClientState_ConnectedToServer
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:802STACKGameClientState_LaunchGame
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:806STACKDumping method set to 'Text'.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:806STACKWaiting for the game server to launch the game...
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:817STACKThe game ancillary (type of: PositioningService) has been loaded (in 0.0010001 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:817STACKEmpire index unset. Retrieved #0 from lobby slot.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:817STACKEmpire index unset. Retrieved #0 from lobby slot.
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:38:832STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.0010001 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:866STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:883STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:899STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:916STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0.0010001 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:933STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:949STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:966STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:982STACKThe game ancillary (type of: QuestManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:38:999STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:016STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:032STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:050STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:066STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:082STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:099STACKThe game ancillary (type of: Marketplace) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:115STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:133STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:149STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:166STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:182STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:199STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:221STACKThe game ancillary (type of: TimeBubbleRepository) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:232STACKThe game ancillary (type of: MinigamesManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:39:249STACKThe game ancillary (type of: PopulationsManager) has been loaded (in 0 second(s)).
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKFog of war texture format: RGB24.
VisibilityController:LoadFogOfWar(System.Reflection.ParameterInfo) VisibilityController+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#1006' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#1009' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#3110' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#6222' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#1012' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#4406' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#1015' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#8160' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#9811' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#1018' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#4685' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#6258' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#1021' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#6524' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#10373' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACKThe colonized planet 'ColonizedPlanet#1024' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:803STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1030' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#3802' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1033' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#4807' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1036' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#6359' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#9700' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#10087' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1039' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1042' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#4066' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#5854' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1045' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#6093' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1048' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1051' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#5442' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#7065' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1054' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1057' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#7873' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1060' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#4554' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#6673' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#7672' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1063' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1066' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1069' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1072' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#5686' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACKThe colonized planet 'ColonizedPlanet#1075' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:804STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedStarSystem:UpdateLevel() ExploitedStarSystem:UpdateLevel() ColonizedStarSystem:UpdateLevel(System.Reflection.ParameterInfo) ColonizedStarSystem:AddRecipeImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:LoadImprovements() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#1754' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#1760' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#2769' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#3899' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#4403' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#4545' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#1792' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#3311' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#1796' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#4687' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#1850' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#7013' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#1874' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#6704' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#8290' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#9729' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#1900' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#2771' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#3747' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#5188' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#1905' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#3489' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#4581' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#5312' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#2049' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#3468' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#4647' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#6224' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#8147' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#2082' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#5065' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#5773' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#2661' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#3625' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#6009' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:805STACKThe colonized planet 'ColonizedPlanet#7700' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedStarSystem:UpdateLevel() ExploitedStarSystem:UpdateLevel() ColonizedStarSystem:UpdateLevel(System.Reflection.ParameterInfo) ColonizedStarSystem:AddRecipeImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:LoadImprovements() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedStarSystem:UpdateLevel() ExploitedStarSystem:UpdateLevel() ColonizedStarSystem:UpdateLevel(System.Reflection.ParameterInfo) ColonizedStarSystem:AddRecipeImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:LoadImprovements() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#3185' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#4653' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#3325' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#5165' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPopulation() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedStarSystem:UpdateLevel() ExploitedStarSystem:UpdateLevel() ColonizedStarSystem:UpdateLevel(System.Reflection.ParameterInfo) ColonizedStarSystem:AddRecipeImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:LoadImprovements() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#3429' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#3557' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#5294' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#6090' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#7227' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#8035' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#3776' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#3933' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#10364' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#4005' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:806STACKThe colonized planet 'ColonizedPlanet#7924' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#4079' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#9975' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#4176' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#4180' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#4198' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#4323' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#8479' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#10366' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#4447' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedStarSystem:UpdateLevel() ExploitedStarSystem:UpdateLevel() ColonizedStarSystem:UpdateLevel(System.Reflection.ParameterInfo) ColonizedStarSystem:AddRecipeImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:LoadImprovements() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#4879' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#5468' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#7450' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#9809' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACKThe colonized planet 'ColonizedPlanet#5884' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedStarSystem:UpdateLevel() ExploitedStarSystem:UpdateLevel() ColonizedStarSystem:UpdateLevel(System.Reflection.ParameterInfo) ColonizedStarSystem:AddRecipeImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:LoadImprovements() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedPlanet:Bind(System.Reflection.ParameterInfo) ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:807STACK[PopulationEvent] ExploitedStarSystem.Mothership is null. This is okay though.
PopulationPoliticalEventDefinition+c__Iterator2:MoveNext() PopulationPoliticalEventDefinition+ c__Iterator0:MoveNext() DepartmentOfDomesticAffairs:StartPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:StartPopulationEvent(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:IEventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:SetHappinessStatus(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:RefreshHappinessStatus(System.Reflection.ParameterInfo) ColonizedStarSystem:Refresh(System.Reflection.ParameterInfo) ColonizedStarSystem:UpdateLevel() ExploitedStarSystem:UpdateLevel() ColonizedStarSystem:UpdateLevel(System.Reflection.ParameterInfo) ColonizedStarSystem:AddRecipeImprovement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedStarSystem:LoadImprovements() ColonizedStarSystem:Load() ExploitedStarSystem:Load() ColonizedStarSystemRepository+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACKThe colonized planet 'ColonizedPlanet#8729' already contains PlanetImprovements. Loading anyway.
ColonizedPlanet:Load() ColonizedStarSystem:LoadPlanets() ColonizedStarSystem:Load() ColonizedStarSystemRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] Empire#0 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] Empire#1 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] Empire#2 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] Empire#3 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] Empire#4 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] Empire#5 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] Empire#6 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#0 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#1 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#2 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#3 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#4 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#5 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#6 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#7 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#8 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#9 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#10 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#11 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#12 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#13 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#14 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#15 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#16 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] MinorEmpire#17 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] LesserEmpire#0 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Game] PirateEmpire#0 loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACKGame has been loaded.
Game+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:808STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:809STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #5753. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[Population] 'PopulationPoliticalEventLoneOutpostCreated' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[Population] 'PopulationPoliticalEventOutpostLost' LoadGame() failed: Could not find game entity #7874. If errors follow, this is a data problem.
PopulationEventRaisingContext:LoadGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationEventModifier:LoadGame(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs:LoadPopulationEventModifiers(System.Reflection.ParameterInfo) DepartmentOfDomesticAffairs+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'VAMD's game'
GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo) QuestManager+c__Iterator5F:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKDisabling victory condition 'VictoryScore'.
VictoryManager:InitializeVictoryConditions(System.Reflection.ParameterInfo) VictoryManager+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKGame created.
GameServerState_LaunchGame:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKLoad AI 'AI0'.
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKLoad AI plugin: D:/SteamLibrary/steamapps/common/Endless Space 2/Public/AI/Amplitude.AI.Core.dll
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKAI app domain created
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKAI module 'E.N.F.E.R' has been loaded.
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKAI module 'Communication' has been loaded.
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKAI module 'Debug' has been loaded.
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKAI module 'Diagnostics' has been loaded.
AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo) AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKInitialize AI modules communication interfaces.
AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKInitialize AI modules.
AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[AI0] Initialization of AIModule E.N.F.E.R
Amplitude.AI.Core.Modules.AIModule_ENFER:Initialize() Amplitude.AI.Common.IO.ModuleProxy:Initialize() AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[AI0] Initializing of AIScheduler
Amplitude.AI.Core.AIScheduler:Initialize() Amplitude.AI.Core.Modules.AIModule_ENFER:Initialize() Amplitude.AI.Common.IO.ModuleProxy:Initialize() AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[AI0] Initialization of Communication module.
Amplitude.AI.Core.Modules.Communication:Initialize() Amplitude.AI.Common.IO.ModuleProxy:Initialize() AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACK[AI0] Initialization of Diagnostics module.
Amplitude.AI.Core.Modules.Diagnostics:Initialize() Amplitude.AI.Common.IO.ModuleProxy:Initialize() AIModuleController:Initialize(System.Reflection.ParameterInfo) AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AIManager:LoadAI(System.Reflection.ParameterInfo) AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKThe game interface (GameServer) has recieved the game change notification: 'Created'.
GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:810STACKThe game interface (GameClient) has recieved the game change notification: 'Created'.
GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo) GameManager:OnGameChange(System.Reflection.ParameterInfo) Amplitude.Unity.Game.GameManager+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:51:811STACKGameServerState_GameLaunchedAndReady
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKGameClientState_GameLaunched
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKChanging the active player controller from 'null' to 'Empire#0'.
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKMissing translation for %EmpireImprovementEmpireManpowerStockBoost4Title
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyStageItem:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyStageItem:BindUnlocks(System.Reflection.ParameterInfo) TechnologyScreen:BindStages(System.Reflection.ParameterInfo) TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONECONOMYANDTRADE23SMALL' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade23'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTechnology2:GetImage(System.Reflection.ParameterInfo) TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONECONOMYANDTRADE23SMALL' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade23Vampirilis'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTechnology2:GetImage(System.Reflection.ParameterInfo) TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKMissing translation for %HullSmall01BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKMissing translation for %HullSmall02BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKMissing translation for %HullMedium01BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKMissing translation for %HullMedium02BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONEMPIREDEVELOPMENTGENEHUNTER1SMALL' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentGeneHunter1'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTechnology2:GetImage(System.Reflection.ParameterInfo) TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKMissing translation for %HullLarge01BalancingTitle
GuiWrapper:get_Title() UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyItem2:BindUnlocks() TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKTexture 'BITMAPS/ATLASED/TECHNOLOGIES/TECHNOLOGYDEFINITIONFREEMOVEUE01SMALL' not found for GuiElement 'TechnologyDefinitionQuestUnitedEmpire12'
Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTechnology2:GetImage(System.Reflection.ParameterInfo) TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologies() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:811STACKCaching reflection information for target class 'TechnologyLinkSpark, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).
AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeModifierItem:Init(System.Reflection.ParameterInfo) AgeModifierSet:InitItem(System.Reflection.ParameterInfo) AgeModifierSet:Init() AgeTransform:Init() AgeTransform:Init() AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) TechnologyScreen:BindTechnologyLinks() TechnologyScreen:BindInspectedEmpire() TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgrade:FillEffects() GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo) GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo) GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACK[PlayerRepository] Player 'VAMD' has been registered (Graphical/Local) on Empire #0.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.
PlayerRepository:Register(System.Reflection.ParameterInfo) MajorEmpire:BindPlayer(System.Reflection.ParameterInfo) GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:51:812STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/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()
13:09:53:186STACKBinding service [CameraPreRenderHookHandler] with context [Default] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) OutGameView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKBinding service [CameraPreRenderHookHandler] with context [GalaxyScanView] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) OutGameView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Unload() CameraPreRenderHookHandler:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKReleasing the current world view technique...
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKIn technique Battle, unloading ancillaries.
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKIn Technique Battle, unloading ancillary CircleRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKUnbinding service [ICircleRendererService] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo) GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:Unload() GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKIn Technique Battle, ancillaries unloaded.
GalaxyViewTechnique:UnloadAncillaries() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKReleasing Technique Battle
GalaxyViewTechnique:Release() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKTechnique Battle released
GalaxyViewTechnique:Release() GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:186STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:187STACKUnbinding service [ILodService] with context [Default]
Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Unload() HxFxSystemComponentLodManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy() UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo) GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique() GalaxyViewTechniqueLoaderComponent:OnDestroy() UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo) OutGameView:UnloadScene() OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager:Update()
13:09:53:210STACKAudio receiver #0 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:580STACKInitializing the render view technique...
GalaxyView+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:580STACKBinding service [IInstancingRendererService] with context [Default] with an instance of type [InstancingRenderer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) InstancingRenderer+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:580STACKBinding service [ICircleRendererService] with context [Default] with an instance of type [CircleRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CircleRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:580STACKBinding service [IQuadRendererService] with context [Default] with an instance of type [QuadRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuadRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:581STACKBinding service [IQuadRendererService] with context [GalaxyScanView] with an instance of type [QuadRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuadRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyViewTechnique+ c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:581STACKIn Technique Default, Waiting for the ignition of all galaxy view technique ancillaries...
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:581STACKIn Technique Default, ancillary of type GalaxyEntityFactory is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:581STACKIn Technique Default, ancillary of type GalaxyEntityCulling is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:581STACKIn Technique Default, ancillary of type GalaxyPositioning is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo) GalaxyView:Focus(System.Reflection.ParameterInfo) Amplitude.Unity.View.ViewManager+ c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:581STACKBinding service [GalaxyLifeRendererManager] with context [Default] with an instance of type [GalaxyLifeRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyLifeRendererManager:Start()
13:09:53:581STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) CameraPreRenderHookHandler:Load() CameraPreRenderHookHandler:Awake() UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) LodServiceImplementation:Load() LodServiceImplementation:.ctor(System.Reflection.ParameterInfo) HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent() Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Graphics.HxFxSystemManager:Load() Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN() ExternalViewRenderer:LoadFxSystem() ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:581STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) ExternalViewRenderer:Load() ExternalViewRenderer:Start()
13:09:53:591STACKIn Technique Default, ancillary of type GalaxyEntityFactory is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:591STACKIn Technique Default, ancillary of type GalaxyPositioning is not yet ready
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:53:591STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ScanViewBattleRenderer+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKAudio receiver #1 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator0:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, all galaxy view technique ancillaries have been ignited
GalaxyViewTechnique+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKLoading the render view technique...
GalaxyView+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, Load
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries InstancingRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded in 0.0030001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries CircleRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries LineRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded in 0.0020001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries CurvedLineRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded in 0.0070004 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded in 0.0050003 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries DiskRendererManagerDispatcher
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries FOWRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded in 0.664038 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKBinding service [IPlanetoidRendererService] with context [Default] with an instance of type [PlanetoidRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:LoadNoCoroutine() PlanetoidRendererManager+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, load rendering technique ancillaries ProbeLaunchingRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:948STACKIn Technique Default, the ancillary service 'ProbeLaunchingRenderer' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries DashRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded in 0.6230356 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries EncodedMeshInTextureManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded in 0.0030002 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries PastEncounterRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityFactory
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName55'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName50'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName11'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName75'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName2'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName74'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName60'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName4'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName20'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName49'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName42'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName79'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName64'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName12'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName33'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName22'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName26'
GalaxyConstellation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded in 1.3970799 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityMapping
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'GalaxyEntityMapping' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityCulling
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries GalaxyLayerController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'GalaxyLayerController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries PrimitiveMaskComputer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKBinding service [IPrimitiveMaskFilterService] with context [Default] with an instance of type [PrimitiveMaskComputer]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PrimitiveMaskComputer+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, load rendering technique ancillaries LayerDependantMouseKeyController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:949STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries PathRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKStill waiting for service [ICurvedLineRendererService]
PathRenderer+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries GalaxyPositioning
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'GalaxyPositioning' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries RenderStatisticsService
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries VisibleDockingSlotRepository
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'VisibleDockingSlotRepository' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyFleetRepository
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKTrying to register a GalaxyFleet which was already registered.
VisibleGalaxyFleetRepository:Register(System.Reflection.ParameterInfo) VisibleGalaxyFleetRepository+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyHangarRepository
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'VisibleGalaxyHangarRepository' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries AtlasManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded in 0.0050003 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded in 0.001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries GuiSelectedGarrisonsRepository
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'GuiSelectedGarrisonsRepository' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries TradeRouteRenderer
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded in 0.0020001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries FIDSIRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKBinding service [IFIDSIRendererService] with context [Default] with an instance of type [FIDSIRendererManager]
Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FIDSIRendererManager+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded in 0.0010001 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded in 0 second(s).
GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKChanging (push) global shader keyword from to INGAME_RENDERER
Amplitude.Unity.Graphics.HxGlobalShaderState:PushGlobalShaderKeyword(System.Reflection.ParameterInfo) GalaxyViewTechnique:PushInsideShaderKeyword() GalaxyViewTechnique+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:56:950STACKGameClientState_GameLaunchedAndReady
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:58:276STACKAudio bank 'G_Soundscape_A' has been loaded.
Amplitude.Unity.Audio.AudioBankLoader:OnTrigger(System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioBaseComponent+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:58:289STACK[ChatMessage] RECV: l:/_launching/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:58:289STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:set_GameInProgress(System.Reflection.ParameterInfo) GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:58:289STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:58:601STACK[ShipDesignRenderer] InitializeShipView: this=/BackgroundRenderer/MilitaryScreen/MainContainer/ShipDesignOverviewPanel currentViewIndex=0
ShipDesignBasePanel:InitializeShipView() ShipDesignBasePanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:59:736STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/ShipDesignModalWindow/MainContainer/ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:InitializeShipView() ShipDesignBasePanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:59:801STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/HeroInspectionModalWindow/MainContainer/HubPanels/HeroOverviewPanel/ShipDesignOverview currentViewIndex=2
ShipDesignBasePanel:InitializeShipView() ShipDesignBasePanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:59:801STACK[ShipDesignRenderer] InitializeShipView: this=/ModalRenderer/HeroInspectionModalWindow/MainContainer/HubPanels/ShipDesignHolder/ShipDesignEditionPanel currentViewIndex=3
ShipDesignBasePanel:InitializeShipView() ShipDesignBasePanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:09:59:834STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:09:59:885STACK[AI0] Start http debug server on port 4377.
Amplitude.AI.Core.Modules.AIModule_Debug:RefreshServerState() Amplitude.AI.Core.Modules.AIModule_Debug:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:05:218STACK[AI0] AI player state change from Deactivated to Deactivated for MajorEmpireSnapshot Empire 0.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:05:268STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 1.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:05:351STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 2.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:05:395STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 3.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:05:443STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 4.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:05:489STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 5.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:05:560STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 7.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:560STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 8.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:560STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 9.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:560STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 10.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:560STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 11.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:560STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 12.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:571STACK[AI0] AI player state change from Deactivated to Full for MajorEmpireSnapshot Empire 6.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) SynchronizationJob:ProcessMessage() PoolableMessageJob`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:05:571STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 13.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:603STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 14.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:604STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 15.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:604STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 16.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:613STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 17.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:613STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 18.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:635STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 19.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:635STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 20.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:650STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 21.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:651STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 22.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:667STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 23.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:667STACK[AI0] AI player state change from Deactivated to Full for MinorEmpireSnapshot Empire 24.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:684STACK[AI0] AI player state change from Deactivated to Full for LesserEmpireSnapshot Empire 25.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:05:684STACK[AI0] AI player state change from Deactivated to Full for PirateEmpireSnapshot Empire 26.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:06:409STACKOpen archive C:\Users\Vamd\Documents\Endless Space 2\Save Files\QuickSave.zip
AILoadRequestMessageRepository:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:06:417STACKGet ai serialization file from archive: 'ENFER.xml'.
AILoadRequestMessageRepository:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:06:417STACKClose archive C:\Users\Vamd\Documents\Endless Space 2\Save Files\QuickSave.zip
AILoadRequestMessageRepository:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:06:501STACK[AI0] Deserialize content from file ENFER.xml.
Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:07:284STACK[AI0] AIScheduler initialized
Amplitude.AI.Core.AIScheduler:InitializeAsync()
13:10:07:285STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:12:253STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:12:268STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:12:287STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:12:371STACK[AI0] Sync took 5.0662898 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:12:371STACK[AI0] [MainState] Start decision number 7 (state: BeginTurn, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:14:572STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:14:635STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:14:635STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:133STACK[AI0] TaskForce Cancel Guard System with motivation 0 for Guard System with motivation 0.07480025
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:134STACK[AI0] Unassign fleet 11073/5600 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:233STACK[AI0] TaskFailed Push outpost : OutpostActionIncreaseMigrationRate/ 4477
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo) AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() AIOrderMessageRepository:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:233STACK[AI0] Failed to process order message with status [Undefined] for unknown
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo) AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() AIOrderMessageRepository:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:253STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000002, Ticket: 00000003, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:266STACK[AI0] [empire3]No fleet attached Front Attack system 2230 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:266STACK[AI0] Cancel Fleet mission without fleet Front Attack system 2230
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:266STACK[AI0] Cancel Fleet mission without fleet Front Attack system 2230
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_AttackSystem:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:266STACK[AI0] TaskFailed Front Attack system/ 2230
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:283STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000003, Ticket: 00000004, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:316STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000004, Ticket: 00000005, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:350STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000005, Ticket: 00000006, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:398STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:17:426STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000006, Ticket: 00000007, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:470STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000007, Ticket: 00000008, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:524STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000008, Ticket: 00000009, [Empire2], ShipGUIDs: 10089 2281 , HeroGUID: 0, Position: NodeIndex:130, FleetGUID: 11271
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:558STACK[Empire 2] OrderDisbandShips preprocessor failed because there is no ships to disband.
DepartmentOfDefense:DisbandShipsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:586STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000009, Ticket: 0000000B, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:586STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:598STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:598STACK[AI0] TaskFailed Assign Hero/ 2838
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:598STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:618STACK[AI0] TaskFailed Push outpost : OutpostActionIncreaseProductionTimeLords/ 5514
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo) AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() AIOrderMessageRepository:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:618STACK[AI0] Failed to process order message with status [Undefined] for unknown
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo) AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() AIOrderMessageRepository:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:17:635STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000000A, Ticket: 0000000D, [Empire3]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:669STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000000B, Ticket: 0000000E, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:701STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000000C, Ticket: 0000000F, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:753STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000000D, Ticket: 00000010, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:811STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000000E, Ticket: 00000011, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11278
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:853STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000000F, Ticket: 00000012, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:885STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000010, Ticket: 00000013, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:919STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000011, Ticket: 00000014, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:951STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000012, Ticket: 00000015, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:17:985STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000013, Ticket: 00000016, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:051STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000014, Ticket: 00000017, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:096STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000015, Ticket: 00000018, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:139STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000016, Ticket: 00000019, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:183STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000017, Ticket: 0000001A, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:251STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000018, Ticket: 0000001B, [Empire6], ShipGUIDs: 9977 , HeroGUID: 0, Position: NodeIndex:63, FleetGUID: 11297
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:274STACK[Empire 6] OrderDisbandShips preprocessor failed because there is no ships to disband.
DepartmentOfDefense:DisbandShipsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:274STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:274STACK[AI0] TaskFailed Assign Hero/ 2358
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:274STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:18:757STACKTrying to add the garrison 'Hangar#1710' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:Cursor_SelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.Cursor:Amplitude.Unity.View.ICursor.OnSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:OnSelectionChanged(System.Reflection.ParameterInfo) Amplitude.Unity.View.CursorManager:Update() CursorManager:Update()
13:10:18:757STACKTrying to add the garrison 'Hangar#1710' to the FleetsScreen garrison while it is already recorded
FleetsScreen:AddGarrison(System.Reflection.ParameterInfo) FleetsScreen:RebuildListOfGarrisons() FleetsScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:10:19:568STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:19:586STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:19:686STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:19:971STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:20:268STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:20:268STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:20:268STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4867
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:20:268STACK[AI0] TaskFailed Return to base for upgrade/ 4867
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:20:302STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000019, Ticket: 0000001E, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:20:701STACK[AI0] Unassign fleet 11073/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:20:882STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#0000001A, [Empire0], ShipsGUID: 10849,10851,10853
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:002STACK[AI0] TaskForce Cancel Guard System with motivation 0.1023113 for Front Attack system with motivation 0.4720625
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:21:002STACK[AI0] Unassign fleet 9864/1794 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:21:136STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000001B, Ticket: 0000001F, [Empire1], context guid: 3143, contruction guid: 11261
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:169STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000001C, Ticket: 00000020, [Empire1], context guid: 3323, contruction guid: 11263
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:201STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000001D, Ticket: 00000021, [Empire1], context guid: 4174, contruction guid: 11265
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:234STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000001E, Ticket: 00000022, [Empire1], context guid: 4178, contruction guid: 11267
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:268STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:268STACK[AI0] TaskFailed Assign Hero/ 2862
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:268STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:268STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:21:295STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000001F, Ticket: 00000024, [Empire4], ShipsGUID: 5307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:326STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000020, Ticket: 00000025, [Empire4], context guid: 1790, contruction guid: 11274
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:351STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000021, Ticket: 00000026, [Empire4], context guid: 1790, contruction guid: 11276
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:398STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000022, Ticket: 00000027, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11298
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:451STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000023, Ticket: 00000028, [Empire5], context guid: 3931, contruction guid: 11285
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:485STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000024, Ticket: 00000029, [Empire5], context guid: 3931, contruction guid: 11287
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:527STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000025, Ticket: 0000002A, [Empire6], ShipsGUID: 9977
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:550STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:550STACK[AI0] TaskFailed Assign Hero/ 2376
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:21:550STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:22:796STACK[ShipDesignRenderer] ShowShipView: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:ShowShipView(System.Reflection.ParameterInfo) ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipItem:OnDoubleClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:10:22:796STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:Refresh() ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipItem:OnDoubleClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:10:22:796STACK[ShipDesignRenderer] UpdateShipDesignRendererContent: this=ShipDesignEditionPanel currentViewIndex=1 shipDesign=ShipDesign#0
ShipDesignBasePanel:RefreshShipView(System.Reflection.ParameterInfo) ShipDesignEditionPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() ShipDesignEditionPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipItem:OnDoubleClickCb(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlToggle:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:10:22:868STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionVampirilis.ShipSizeLarge.ShipHull01]] for descriptor [ShipFactionVampirilis.ShipSizeLarge.ShipHull01]
ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo) ShipDesignRenderer:Update()
13:10:22:868STACKRefreshShipSlots: currentViewIndex == 1 shipDesignRendererService != null GuiShipDesign != null
ShipDesignBasePanel:RefreshShipSlots() ShipDesignEditionPanel:RefreshShipSlots() ShipDesignBasePanel:SpecificUpdate() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:10:23:471STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:23:496STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:23:628STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:23:914STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:24:168STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:24:168STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:24:168STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4871
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:24:168STACK[AI0] TaskFailed Return to base for upgrade/ 4871
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:24:168STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2211
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:24:168STACK[AI0] TaskFailed Return to base for upgrade/ 2211
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:24:603STACK[AI0] Unassign fleet 9864/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:25:035STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:25:035STACK[AI0] TaskFailed Assign Hero/ 2863
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:25:035STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:25:082STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:25:173STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000029, Ticket: 00000030, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:25:228STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000002A, Ticket: 00000031, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11299
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:27:272STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:27:295STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:27:431STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:27:852STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:28:076STACK[AI0] Sync took 0.8000457 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:28:076STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:28:076STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4894
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:28:076STACK[AI0] TaskFailed Return to base for upgrade/ 4894
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:28:923STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000002C, Ticket: 00000033, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:28:979STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000002D, Ticket: 00000034, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11300
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:28:979STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:29:022STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:29:022STACK[AI0] TaskFailed Assign Hero/ 2379
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:29:022STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:31:176STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:31:198STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:31:328STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:31:528STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:31:769STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:31:770STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:31:770STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4900
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:31:770STACK[AI0] TaskFailed Return to base for upgrade/ 4900
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:32:601STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:32:602STACK[AI0] TaskFailed Assign Hero/ 2865
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:32:602STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:32:669STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:32:724STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000002E, Ticket: 00000037, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:32:781STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000002F, Ticket: 00000038, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11301
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:34:883STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:34:906STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:35:043STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:36:236STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:36:491STACK[AI0] Sync took 1.6150924 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:36:491STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:36:491STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4904
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:36:491STACK[AI0] TaskFailed Return to base for upgrade/ 4904
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:37:333STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000030, Ticket: 00000039, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:37:390STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000031, Ticket: 0000003A, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11302
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:37:390STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:37:434STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:37:434STACK[AI0] TaskFailed Assign Hero/ 2380
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:37:435STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:38:113STACKAudio bank B_VAMPIRILIS_HULL_LARGE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo) InputManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:Update()
13:10:38:113STACKAudio bank B_VAMPIRILIS_GENERIC has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo) InputManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:Update()
13:10:38:113STACKAudio bank B_VAMPIRILIS_ENGINE has correctly been released.
Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank() Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo) BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo) BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignEditionPanel:UnloadHullSoundBank() ShipDesignEditionPanel:Unbind() ShipDesignModalWindow:Unbind() ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo) InputManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:Update()
13:10:38:113STACK[ShipDesignRenderer] HideShipView: this=ShipDesignEditionPanel currentViewIndex=1
ShipDesignBasePanel:HideShipView() ShipDesignBasePanel:OnBeginHide(System.Reflection.ParameterInfo) ShipDesignEditionPanel:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignModalWindow:HandleInput(System.Reflection.ParameterInfo) GuiManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo) InputManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:Update()
13:10:39:585STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:39:601STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:39:703STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:39:867STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:40:184STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:40:185STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:40:185STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4908
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:40:185STACK[AI0] TaskFailed Return to base for upgrade/ 4908
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:40:675STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:10:40:675STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:10:40:675STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:10:40:800STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonyInfoSidePanel:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemScreen:BindStarSystemNode(System.Reflection.ParameterInfo) StarSystemScreen:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:10:40:800STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:10:40:800STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:10:40:801STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:10:41:000STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:41:000STACK[AI0] TaskFailed Assign Hero/ 2866
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:41:000STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:41:083STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:41:132STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000032, Ticket: 0000003D, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:41:182STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000033, Ticket: 0000003E, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11303
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:43:282STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:43:300STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:43:400STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:43:649STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:43:984STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:43:984STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:43:984STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4912
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:43:984STACK[AI0] TaskFailed Return to base for upgrade/ 4912
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:44:825STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000034, Ticket: 0000003F, [Empire4], ShipsGUID: 5307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:44:874STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000035, Ticket: 00000040, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11304
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:44:894STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:44:902STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:44:902STACK[AI0] TaskFailed Assign Hero/ 2381
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:44:902STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:47:042STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000036, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:47:084STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:47:099STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:47:201STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:47:366STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:47:683STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:47:683STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:47:683STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4916
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:47:683STACK[AI0] TaskFailed Return to base for upgrade/ 4916
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:48:500STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:48:500STACK[AI0] TaskFailed Assign Hero/ 2867
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:48:500STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:48:584STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:48:627STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000037, Ticket: 00000043, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:48:678STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000038, Ticket: 00000044, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:50:785STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:50:802STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:50:901STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:51:054STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:51:385STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:51:385STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:51:385STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4920
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:51:385STACK[AI0] TaskFailed Return to base for upgrade/ 4920
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:51:551STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000039, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTransportation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:51:953STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000040, [Empire0], Entity index: 1442
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:52:287STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:52:328STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000041, Ticket: 0000004B, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:52:380STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000042, Ticket: 0000004C, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11308
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:52:403STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:52:403STACK[AI0] TaskFailed Assign Hero/ 2382
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:52:403STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:53:017STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
13:10:53:017STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:OnFleetDocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MoveToFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() MoveToFleetAction:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ClientUpdate() DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo) Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClientState`1[T]:Run() GameClientState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:53:212STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
13:10:53:213STACKDefault camera renders active portrait layer (index: 1). Renderer will disable this layer!!!
AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera() AnimatedPortraitRenderer:InternalShow() AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo) AnimatedPortrait:Show() AnimatedPortraitDisplay:ShowPortrait() AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticInteractionNotificationWindow:RefreshPortrait() DiplomaticInteractionNotificationWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() DiplomaticInteractionNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo) GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo) GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
13:10:53:213STACKDefault camera renders inactive portrait layer (index: 14). Renderer will disable this layer!!!
AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera() AnimatedPortraitRenderer:InternalShow() AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo) AnimatedPortrait:Show() AnimatedPortraitDisplay:ShowPortrait() AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticInteractionNotificationWindow:RefreshPortrait() DiplomaticInteractionNotificationWindow:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() DiplomaticInteractionNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo) GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo) GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
13:10:53:255STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000043, [Empire0], Entity index: 1445
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:53:631STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000045, [Empire0], Entity index: 1415
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:54:484STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:54:503STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:54:601STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:54:907STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:55:072STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000046, [Empire0], Entity index: 1446
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:55:185STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:55:185STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:55:185STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4924
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:55:185STACK[AI0] TaskFailed Return to base for upgrade/ 4924
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:55:852STACK[AI0] TaskForce Cancel Guard System with motivation 0.475 for Front clean orbit with motivation 0.95
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:55:852STACK[AI0] Unassign fleet 11271/2748 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:56:003STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:56:003STACK[AI0] TaskFailed Assign Hero/ 2868
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:56:003STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:56:018STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000047, Ticket: 00000050, [Empire2]: Reserved Toward Empire#0
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:56:131STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000048, Ticket: 00000051, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:56:192STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000049, Ticket: 00000052, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11309
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:56:192STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:58:385STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:58:401STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:58:534STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:58:701STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:58:986STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:58:986STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:10:58:986STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4928
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:58:986STACK[AI0] TaskFailed Return to base for upgrade/ 4928
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:10:59:818STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:59:818STACK[AI0] TaskFailed Assign Hero/ 2872
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:59:818STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:59:928STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000004A, Ticket: 00000054, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:59:981STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000004B, Ticket: 00000055, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11310
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:10:59:981STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:00:017STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:00:017STACK[AI0] TaskFailed Assign Hero/ 2383
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:00:017STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:02:184STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:02:202STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:02:323STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:02:469STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:02:786STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:02:786STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:02:786STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4932
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:02:786STACK[AI0] TaskFailed Return to base for upgrade/ 4932
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:03:406STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:11:03:406STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemOrbital:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemOrbital:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:11:03:447STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:11:03:447STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabel_SystemManagement:BindPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:BindPlanetLabel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetLabelsWindow:ShowLabel(System.Reflection.ParameterInfo) PlanetLabelsWindow:OnBeginShow(System.Reflection.ParameterInfo) PlanetLabelsWindow_SystemManagement:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiManager:SetGameWindowVisibility(System.Reflection.ParameterInfo) GuiManager:UpdateGameWindowsVisibility() GuiManager:Refresh() GuiManager:Update_IGuiGamePanelService() GuiManager:Update()
13:11:03:631STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000004C, Ticket: 00000057, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:03:685STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000004D, Ticket: 00000058, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11311
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:03:685STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:04:759STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000004E, [Empire0], ShipGUIDs: 10990 10992 11182 11184 11186 11188 11190 11192 11194 11196 , HeroGUID: 0, Position: NodeIndex:6, FleetGUID: 11312
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:05:887STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000004F, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:05:887STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:05:912STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:06:000STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:06:167STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:06:485STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:06:485STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:06:485STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4936
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:06:485STACK[AI0] TaskFailed Return to base for upgrade/ 4936
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:07:301STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:07:301STACK[AI0] TaskFailed Assign Hero/ 2873
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:07:301STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:07:385STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:07:431STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000050, Ticket: 0000005A, [Empire4], ShipsGUID: 5307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:07:485STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000051, Ticket: 0000005B, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11315
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:07:509STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:07:509STACK[AI0] TaskFailed Assign Hero/ 2384
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:07:509STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:09:585STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:09:601STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:09:705STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:10:636STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:11:002STACK[AI0] Sync took 1.4010801 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:11:002STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:11:002STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4940
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:11:002STACK[AI0] TaskFailed Return to base for upgrade/ 4940
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:11:830STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000052, Ticket: 0000005D, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:11:883STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000053, Ticket: 0000005E, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11316
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:11:906STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:14:085STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:14:105STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:14:202STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:14:368STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:14:686STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:14:686STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:14:686STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4944
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:14:686STACK[AI0] TaskFailed Return to base for upgrade/ 4944
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:15:501STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:15:501STACK[AI0] TaskFailed Assign Hero/ 2874
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:15:501STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:15:601STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:15:648STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000056, Ticket: 00000062, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:15:705STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000057, Ticket: 00000063, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11317
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:15:733STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:15:733STACK[AI0] TaskFailed Assign Hero/ 2385
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:15:733STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:16:488STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000058, [Empire0], Entity index: 1456
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:17:801STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:17:818STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:17:918STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:18:083STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:18:404STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:18:404STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:18:404STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4948
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:18:404STACK[AI0] TaskFailed Return to base for upgrade/ 4948
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:19:246STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000005A, Ticket: 00000066, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:19:302STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000005B, Ticket: 00000067, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11318
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:19:303STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:21:486STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:21:501STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:21:601STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:21:851STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:22:201STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:22:201STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:22:201STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4952
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:22:201STACK[AI0] TaskFailed Return to base for upgrade/ 4952
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:23:034STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000005C, Ticket: 00000068, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:23:053STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:23:053STACK[AI0] TaskFailed Assign Hero/ 2875
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:23:053STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:23:101STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:23:146STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000005D, Ticket: 0000006A, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:23:200STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000005E, Ticket: 0000006B, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11321
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:23:222STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:23:222STACK[AI0] TaskFailed Assign Hero/ 2386
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:23:222STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:25:149STACK[ChatMessage] RECV: l:/_turn/83 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:QuickSaveGame(System.Reflection.ParameterInfo) GuiManager:DoQuickSaveAction() GuiManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo) InputManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:Update()
13:11:25:149STACK[Chat] Message has no recipient option. Assuming RecipientGlobal.
ChatDefaultOptionHook:PrePostMessageHook(System.Reflection.ParameterInfo) ChatManager:PostMessage(System.Reflection.ParameterInfo) GuiManager:SendMessageToChat(System.Reflection.ParameterInfo) GuiManager:DoQuickSaveAction() GuiManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo) InputManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:Update()
13:11:25:150STACKQuick save done.
GuiManager:DoQuickSaveAction() GuiManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:HandleInput(System.Reflection.ParameterInfo) InputManager:HandleInput(System.Reflection.ParameterInfo) Amplitude.Unity.Input.InputManager:Update()
13:11:25:150STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:25:183STACKSaving screen shot at C:\Users\Vamd\Documents\Endless Space 2/screenshots/2017-05-05--0111-25.png
VideoStateManager:LateUpdate()
13:11:25:648STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:25:745STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000005F, Ticket: 0000006D, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11322
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:25:790STACK[Empire 4] OrderDisbandShips preprocessor failed: Ship#4556 is not in a fleet.
DepartmentOfDefense:DisbandShipsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:26:267STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Takim I
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:11:26:614STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Takim II
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:11:26:864STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Takim III
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:11:27:030STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Takim IV
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
13:11:27:836STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:27:853STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:27:947STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:28:197STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:28:531STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:28:531STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:28:531STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4956
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:28:531STACK[AI0] TaskFailed Return to base for upgrade/ 4956
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:29:350STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:29:350STACK[AI0] TaskFailed Assign Hero/ 2876
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:29:350STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:29:433STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:29:474STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000060, Ticket: 00000070, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:29:524STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000061, Ticket: 00000071, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11323
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:29:544STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:29:544STACK[AI0] TaskFailed Assign Hero/ 2387
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:29:544STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:31:103STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadPlanet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureFidsi:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:11:31:632STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:31:649STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:31:748STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:31:941STACKCould not find dynamic texture BITMAPS/DYNAMIC/NOTIFICATIONS/NOTIFICATIONCURIOSITYDISCOVEREDLARGEPlanetResourceStrategic
AgeManager:FindDynamicTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) NotificationCuriosityDiscovered:GetImage() NotificationWindow:Refresh() CuriosityDiscoveredNotificationWindow:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:11:32:017STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:32:333STACK[AI0] Sync took 0.7010401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:32:333STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:32:333STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4960
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:32:333STACK[AI0] TaskFailed Return to base for upgrade/ 4960
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:33:175STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000063, Ticket: 00000074, [Empire4], ShipsGUID: 5307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:33:224STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000064, Ticket: 00000075, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11324
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:33:246STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:35:432STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:35:449STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:35:549STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:35:733STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:36:051STACK[AI0] Sync took 0.6060346 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:36:051STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:36:051STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4965
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:36:051STACK[AI0] TaskFailed Return to base for upgrade/ 4965
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:36:851STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:36:852STACK[AI0] TaskFailed Assign Hero/ 2877
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:36:852STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:36:880STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000065, Ticket: 00000077, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:36:936STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000066, Ticket: 00000078, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11325
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:36:936STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:36:972STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:36:972STACK[AI0] TaskFailed Assign Hero/ 2388
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:36:972STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:39:150STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:39:168STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:39:268STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:39:434STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:39:754STACK[AI0] Sync took 0.6030345 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:39:754STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:39:754STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4969
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:39:754STACK[AI0] TaskFailed Return to base for upgrade/ 4969
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:40:594STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000067, Ticket: 0000007A, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:40:647STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000068, Ticket: 0000007B, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11326
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:40:647STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:42:850STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:42:867STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:42:967STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:44:004STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:44:267STACK[AI0] Sync took 1.4290817 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:44:283STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 83)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:44:283STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4973
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:44:283STACK[AI0] TaskFailed Return to base for upgrade/ 4973
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:45:083STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:45:083STACK[AI0] TaskFailed Assign Hero/ 2878
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:45:083STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:45:183STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:45:226STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000069, Ticket: 0000007D, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:45:283STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000006A, Ticket: 0000007E, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11327
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:45:305STACKOrderAssignHero preprocessing failed: 'Hero#5875' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:45:305STACK[AI0] TaskFailed Assign Hero/ 2389
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:45:305STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:46:600STACKGameClientState_Turn_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:46:633STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:46:786STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:46:818STACKGameServerState_Turn_Finished
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:46:818STACK[AI0] Game state: FinishTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:46:883STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.
GameServerState_Turn_Finished+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:46:985STACKGameClientState_Turn_FinishedAndLocked
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:033STACKGameServerState_Turn_Elections
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:033STACK[AI0] Game state: InterTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:050STACKGameClientState_Turn_Elections
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:183STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:237STACKGameServerState_Turn_End
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:299STACKGameServerState_Turn_Ended
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:299STACKGameClientState_Turn_End
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:299STACKCan't get network statistic: TURNS_PLAYED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:299STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:299STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...
DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffectContext:Dispose() DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:300STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000006C, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACKCan't find network achievement: RESEARCH_QUADRANT_SCIENCEANDEXPLORATION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventTechnologyUnlocked(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.01 Politics03 = 0.10 Politics04 = 0.03 Politics05 = 0.49 Politics06 = 0.37 Politics00 = 0.00 TOTAL_SCORE = 5313.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACKCan't get network statistic: MAX_HERO_LEVEL
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACKCan't get network statistic: MAX_HERO_LEVEL
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...
DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffectContext:Dispose() DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:631STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000006D, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:944STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.08 Politics02 = 0.34 Politics03 = 0.20 Politics04 = 0.11 Politics05 = 0.02 Politics06 = 0.24 Politics00 = 0.00 TOTAL_SCORE = 2502.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:944STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:47:944STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...
DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffectContext:Dispose() DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:173STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:173STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:173STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.05 Politics02 = 0.03 Politics03 = 0.26 Politics04 = 0.03 Politics05 = 0.01 Politics06 = 0.62 Politics00 = 0.00 TOTAL_SCORE = 1823.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:173STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000006E, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:280STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.23 Politics02 = 0.09 Politics03 = 0.35 Politics04 = 0.03 Politics05 = 0.01 Politics06 = 0.29 Politics00 = 0.00 TOTAL_SCORE = 731.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:387STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.11 Politics02 = 0.03 Politics03 = 0.07 Politics04 = 0.27 Politics05 = 0.00 Politics06 = 0.51 Politics00 = 0.00 TOTAL_SCORE = 295.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:387STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000006F, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:685STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:685STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:685STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:685STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:685STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:685STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.25 Politics02 = 0.12 Politics03 = 0.24 Politics04 = 0.18 Politics05 = 0.06 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 2308.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:800STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:48:800STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.03 Politics02 = 0.03 Politics03 = 0.39 Politics04 = 0.07 Politics05 = 0.01 Politics06 = 0.47 Politics00 = 0.00 TOTAL_SCORE = 759.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:030STACKGameClientState_Turn_Ended
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:031STACKDisposing GroundBattle 4235
GroundBattle:Dispose() GroundBattleRepository:ClearFinishedGroundBattles() GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:031STACKDisposing GroundBattle 5030
GroundBattle:Dispose() GroundBattleRepository:ClearFinishedGroundBattles() GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:031STACK[ChatMessage] RECV: l:/_turn/84 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:085STACKPreprocessor failed because the number of new population (17) is different from the number of current populations (18).
DepartmentOfTheInterior:ReorganizePopulationsOnSystemPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:086STACKPreprocessor failed because the number of new population (19) is different from the number of current populations (20).
DepartmentOfTheInterior:ReorganizePopulationsOnSystemPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:117STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000076, [Empire5]: System #5271
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:151STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000077, [Empire5]: System #1794
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:183STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000078, [Empire5]: System #1903
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:218STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000079, [Empire5]: System #2080
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:233STACKPreprocessor failed because the number of new population (12) is different from the number of current populations (14).
DepartmentOfTheInterior:ReorganizePopulationsOnSystemPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:250STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000007A, [Empire5]: System #4077
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:284STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000007B, [Empire5]: System #4321
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:316STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000007C, [Empire5]: System #4445
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:349STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000007D, [Empire5]: System #4877
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:413STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#0000007E, [Empire1], ColonizedStarSystemGUID: 9557, StarSystemState: Colony
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:480STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000080, [Empire5], ColonizedStarSystemGUID: 10411, StarSystemState: Colony
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:700STACKGameServerState_CheckForGameEndingConditions
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:800STACKGameServerState_Turn_Dump
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:816STACKGameClientState_Turn_ClearEntityActions
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:833STACKGameClientState_Turn_Dump
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:833STACKGameClientState_Turn_Dump_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:833STACKOrder history flushed.
GameClient:ClearOrderHistory() GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:867STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:867STACKSynchronizationState = Synchronized
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:868STACKPlayerInTransition = False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:868STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:868STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:49:868STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:955STACKGameServerState_Autosave
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Autosave:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:955STACK[ChatMessage] RECV: l:/_turn/84 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:AutoSaveGame(System.Reflection.ParameterInfo) GameServerState_Autosave+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:969STACKGameServerState_Transition
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Transition:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:970STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:970STACKSynchronizationState = Synchronized
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:970STACKPlayerInTransition = False
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:970STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:970STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:50:970STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:51:014STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:183STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000008B, [Empire7]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:216STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000008C, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1575
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:249STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000008D, [Empire9]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:283STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000008E, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -5670
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:316STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000008F, [Empire15]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:354STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000090, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -2800
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:382STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000091, [Empire15], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:445STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000092, [Empire15], GUID = 11341, ShipDesigns = MFPrimitiveSmallAttackStrong x 3, MFPrimitiveMediumAttackStrong x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:482STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000093, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1132.6
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:550STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000095, [Empire20]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:582STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000096, [Empire20], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -2800
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:616STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000097, [Empire20], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:675STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000098, [Empire20], GUID = 11342, ShipDesigns = MFAdvancedSmallAttackStrong x 3, MFAdvancedMediumAttackStrong x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:712STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000099, [Empire20], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1400
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:784STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000009B, [Empire21]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:817STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000009C, [Empire21], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1400
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:852STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000009D, [Empire21], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:905STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#0000009E, [Empire21], GUID = 11343, ShipDesigns = MFPiratesSmallAttackStrong x 3, MFPiratesMediumAttackStrong x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:53:941STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000009F, [Empire21], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1430.8
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:54:000STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#000000A1, [Empire23]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:54:034STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000000A2, [Empire23], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -2800
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:54:084STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:54:084STACK[AI0] Game state: BeginTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:54:235STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:58:034STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:58:050STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:58:071STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:11:58:134STACK[AI0] Sync took 3.9002231 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:58:134STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:11:58:151STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4977
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:58:151STACK[AI0] TaskFailed Return to base for upgrade/ 4977
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:59:372STACK[AI0] Unassign fleet 10298/2820 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:59:372STACK[AI0] Unassign fleet 10298/2820 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:59:372STACK[AI0] Unassign fleet 10298/2820 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:59:484STACK[AI0] Unassign fleet 6345/5689 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:59:623STACK[AI0] Unassign fleet 11217/2345 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:59:623STACK[AI0] TaskForce Cancel Guard System with motivation 0 for Guard System with motivation 0.135351
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:11:59:623STACK[AI0] Unassign fleet 11103/2078 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:00:386STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:00:527STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:00:527STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACK[Order] OrderSwapColonizedStarSystemOwner::DepartmentOfTheInterior/OrderSwapColonizedStarSystemOwner#000000A3, [Empire21], InfluencedColonizedStarSystemGUID: 1065, NewOwnerEmpireIndex: 5, DestroyShips: True, KeepOriginGrowth: False, FromMinorFactionAssimilation: True
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACKTrying to unregister a GalaxyHangar which wasn't registered.
VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo) GalaxyHangar:SetVisible(System.Reflection.ParameterInfo) GalaxyHangar+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine_Auto_Internal(System.Reflection.ParameterInfo) UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo) Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameEntityRepository:Register(System.Reflection.ParameterInfo) DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+ c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #21, context: 'ColonizedStarSystem#1065'.
DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:118STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:119STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:120STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:121STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:122STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:123STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:124STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:125STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'EmpireMoney' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'EmpireManpower' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetStrategic1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetStrategic2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetStrategic3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetStrategic4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetStrategic5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetStrategic6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury1' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury2' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury3' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury4' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:126STACKSimulation property 'NetLuxury5' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury6' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury7' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury8' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury9' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury10' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury11' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury12' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury13' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury14' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury15' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury16' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury17' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury18' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury19' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury20' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury21' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury22' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury23' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'NetLuxury24' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'EmpireResearch' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACKSimulation property 'EmpireLifeForce' is present in ClassMajorRelation but not in ClassMinorRelation
DepartmentOfForeignAffairs:RefreshResourceTransfertToMajor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:MinorRelationWithMajor_Refreshed(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:OnRefreshed() Amplitude.Unity.Simulation.SimulationObjectWrapper:Refresh(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireIntegrated() DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) MinorEmpire:IntegrateTo(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACK[Colo] [Empire#21] System Placidus (1065) Removed.
DepartmentOfTheInterior:RemoveColonizedStarSystemAndPlanets(System.Reflection.ParameterInfo) DepartmentOfTheInterior:UnbindStarSystem(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator20:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:127STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:01:127STACKWeight balancing is apparently not preserved.
ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo) ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OrderManageManpower:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OrderProcessors:OrderFromOrderMessage(System.Reflection.ParameterInfo) OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo) AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo) AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() AIOrderMessageRepository:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:01:128STACKWeight balancing is apparently not preserved.
ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo) ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OrderManageManpower:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) OrderProcessors:OrderFromOrderMessage(System.Reflection.ParameterInfo) OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo) AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo) AIMessageJobPoolRepository`2[T,U]:TreatMessages(System.Reflection.ParameterInfo) AIMessageRepository`1[T]:Run() AIOrderMessageRepository:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:01:322STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000A4, Ticket: 00000081
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator4E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:350STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000A5, Ticket: 00000082
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:01:956STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:02:566STACK[Empire 2] OrderDisbandShips preprocessor failed because there is no ships to disband.
DepartmentOfDefense:DisbandShipsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:02:636STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000000C1, Ticket: 0000009F, [Empire2], ShipGUIDs: 11320 3975 , HeroGUID: 0, Position: NodeIndex:130, FleetGUID: 11367
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:02:984STACK[Empire 6] OrderDisbandShips preprocessor failed because there is no ships to disband.
DepartmentOfDefense:DisbandShipsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:468STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000DA, Ticket: 000000B9, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:502STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000DB, Ticket: 000000BA, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:533STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000DC, Ticket: 000000BB, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:567STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000DD, Ticket: 000000BC, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:601STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000DE, Ticket: 000000BD, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:646STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000000DF, Ticket: 000000BE, [Empire1], system guid: 3427, contruction guid: 11108, resource name : EmpireMoney, buyout cost: 1349.505
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:646STACKThe construction 11108 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:686STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000E0, Ticket: 000000BF, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:718STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#000000E1, Ticket: 000000C0, [Empire1]: StarSystemGUID: 9557, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1D:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:751STACK[Order] OrderCreateDiplomaticContract::GameClient/OrderCreateDiplomaticContract#000000E2, Ticket: 000000C2, EmpireWhichInitiatedIndex : 2, EmpireWhichReceivesIndex : 0, ContractGUID 11383.
GameClient+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:751STACKRegister new contract DiplomaticContract#11383.
DiplomaticContractsManager:Register(System.Reflection.ParameterInfo) GameClient+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:885STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000E6, Ticket: 000000C5, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:919STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000E7, Ticket: 000000C6, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:950STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000E8, Ticket: 000000C7, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:03:989STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000000E9, Ticket: 000000C8, [Empire1], context guid: 7933, contruction guid: 11269
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:026STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000000EA, Ticket: 000000C9, [Empire1], context guid: 9585, contruction guid: 11036
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:052STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000EB, Ticket: 000000CA, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:086STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000EC, Ticket: 000000CB, [Empire2], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment9, ConstructionGameEntityGUID: 11395, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:141STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000000ED, Ticket: 000000CC, [Empire2], ShipGUIDs: 8152 11320 , HeroGUID: 0, Position: NodeIndex:130, FleetGUID: 11396
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:193STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000000EE, Ticket: 000000CD, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:193STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:242STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000000EF, Ticket: 000000CE, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:243STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:282STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:316STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000000F1, Ticket: 000000D0, [Empire2]: Wary Toward Empire#0
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:350STACK[Order] OrderMoodMessage::DepartmentOfForeignAffairs/OrderMoodMessage#000000F2, Ticket: 000000D1, [Empire2]: EscalationGetOutAfterTrespass To Empire#0
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:367STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:367STACK[AI0] TaskFailed Assign Hero/ 2895
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:367STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:386STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F3, Ticket: 000000D3, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:417STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F4, Ticket: 000000D4, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:450STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F5, Ticket: 000000D5, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:483STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F6, Ticket: 000000D6, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:516STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F7, Ticket: 000000D7, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:551STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F8, Ticket: 000000D8, [Empire3]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:584STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000F9, Ticket: 000000D9, [Empire3]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:616STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000FA, Ticket: 000000DA, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:650STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000FB, Ticket: 000000DB, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:684STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000000FC, Ticket: 000000DC, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:684STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:716STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000000FD, Ticket: 000000DD, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:763STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000000FE, Ticket: 000000DE, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:811STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000000FF, Ticket: 000000DF, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:856STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000100, Ticket: 000000E0, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11417
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:903STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000101, Ticket: 000000E1, [Empire4], context guid: 1014, contruction guid: 11061
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:935STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000102, Ticket: 000000E2, [Empire5], ConstructibleElementName: TechnologyDefinitionScienceAndExploration27, ConstructionGameEntityGUID: 11418, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:976STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000103, Ticket: 000000E3, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:04:976STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:014STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000104, Ticket: 000000E4, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:076STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000105, Ticket: 000000E5, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:105STACK[Order] OrderQueuePlanetColonizationConstruction::DepartmentOfIndustry/OrderQueuePlanetColonizationConstruction#00000106, Ticket: 000000E6, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:134STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000107, Ticket: 000000E7, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:134STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:167STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000108, Ticket: 000000E8, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:200STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000109, Ticket: 000000E9, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:200STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:234STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000010A, Ticket: 000000EA, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:267STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000010B, Ticket: 000000EB, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:301STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000010C, Ticket: 000000EC, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:333STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#0000010D, Ticket: 000000ED, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:334STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:372STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#0000010E, Ticket: 000000EE, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:372STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:410STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#0000010F, Ticket: 000000EF, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:410STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:446STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000110, Ticket: 000000F0, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:483STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:518STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000112, Ticket: 000000F2, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:551STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000113, Ticket: 000000F3, [Empire5]: StarSystemGUID: 10411, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1D:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:587STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000114, Ticket: 000000F4, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:617STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000115, Ticket: 000000F5, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:699STACKWeight balancing is apparently not preserved.
ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo) ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:ManageManpowerPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:700STACKWeight balancing is apparently not preserved.
ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo) ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:ManageManpowerPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:717STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#00000118, Ticket: 000000F8, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:751STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#00000119, Ticket: 000000F9, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:788STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000011A, Ticket: 000000FA, [Empire5], context guid: 2080, contruction guid: 10786
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:831STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000011B, Ticket: 000000FB, [Empire5], context guid: 4877, contruction guid: 11135
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:866STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000011C, Ticket: 000000FC, [Empire5], context guid: 4877, contruction guid: 11137
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:906STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000011D, Ticket: 000000FD, [Empire5], context guid: 3644, contruction guid: 11241
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:05:968STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000011E, Ticket: 000000FE, [Empire5], context guid: 5271, contruction guid: 11279
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:005STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000011F, Ticket: 000000FF, [Empire5], context guid: 5271, contruction guid: 11293
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:048STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000120, Ticket: 00000100, [Empire5], context guid: 4321, contruction guid: 11289
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:092STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000121, Ticket: 00000101, [Empire5], context guid: 4321, contruction guid: 11291
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:117STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000122, Ticket: 00000102, [Empire6], ConstructibleElementName: TechnologyDefinitionMilitary28, ConstructionGameEntityGUID: 11443, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:150STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000123, Ticket: 00000103, [Empire6]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:183STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000124, Ticket: 00000104, [Empire6]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:217STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000125, Ticket: 00000105, [Empire6]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:233STACKOrderAssignHero preprocessing failed: the assignation '7th Fey'Hyios Convoy (11217)' is not available for assignment, failureflags=FleetNotInOrbit.
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:233STACK[AI0] TaskFailed Assign Hero/ 2419
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:233STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:370STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:545STACK[Empire 1] OrderEntityAction preprocessing failed because MoveToFleetActionDefinition cannot be executed with given parameters.
DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:06:545STACKGoToFleetAction #2525: MoveTo order failed.
GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:220STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:251STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:284STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:333STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000151, [Empire1]: System #9557
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:367STACK[Order] OrderChangeDiplomaticContractState::GameClient/OrderChangeDiplomaticContractState#00000152, ContractGUID 11383 DiplomaticContractNewState: Negotiation Empire which proposes empire point cost: 0 Empire which receives empire point cost: 0.
GameClient+c__IteratorD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:367STACKContract 11383 pass from state Inactive to state Negotiation.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomaticContractsManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__IteratorD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:421STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000153, [Empire5]: System #10411
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:501STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:517STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:536STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:552STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:567STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:583STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:08:700STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:150STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:167STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000015A, [Empire1], Entity index: 2534
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:200STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000015B, [Empire1], Entity index: 2533
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:233STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000015C, [Empire1], Entity index: 2531
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:267STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000015D, [Empire1], Entity index: 2529
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:301STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000015E, [Empire1], Entity index: 2528
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:333STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000015F, [Empire1], Entity index: 2527
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:366STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000160, [Empire1], Entity index: 2526
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:449STACK[AI0] Sync took 7.500429 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:09:449STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:09:449STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4981
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:09:449STACK[AI0] TaskFailed Return to base for upgrade/ 4981
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:09:486STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000163, [Empire2], Entity index: 1636
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:518STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000164, [Empire3], Entity index: 812
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:552STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000165, [Empire3], Entity index: 811
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:583STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000166, [Empire3], Entity index: 810
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:618STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000167, [Empire4], Entity index: 656
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:650STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000168, [Empire4], Entity index: 655
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:684STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000169, [Empire4], Entity index: 654
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:721STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016A, [Empire5], Entity index: 1318
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:750STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016B, [Empire6], Entity index: 772
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:783STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016C, [Empire6], Entity index: 771
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:816STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016D, [Empire6], Entity index: 770
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:850STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016E, [Empire6], Entity index: 769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:887STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000016F, [Empire26], Entity index: 5663
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:887STACK[AI0] Unassign fleet 6345/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Data.Front:Release() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.GroupSystemsInDefenseZone:GenerateSmartFront() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.GroupSystemsInDefenseZone:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:09:887STACK[AI0] Unassign fleet 10298/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:09:887STACK[AI0] Unassign fleet 10298/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:09:887STACK[AI0] Unassign fleet 11217/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:09:887STACK[AI0] Unassign fleet 11103/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:09:916STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000170, [Empire26], Entity index: 5662
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:950STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000171, [Empire26], Entity index: 5661
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:09:983STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000172, [Empire26], Entity index: 5660
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:017STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000173, [Empire26], Entity index: 5659
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:052STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000174, [Empire26], Entity index: 5658
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:083STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000175, [Empire26], Entity index: 5657
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:124STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000176, Ticket: 00000139, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:173STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000177, Ticket: 0000013A, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:173STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:202STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000178, Ticket: 0000013B, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:251STACK[AI0] TaskForce Cancel Guard System with motivation 0 for Front clean orbit with motivation 0.583691
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:10:251STACK[AI0] Unassign fleet 8043/3754 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:10:302STACK[AI0] Should not happen, please do something smart!!!!
Amplitude.AI.Core.Decision.Resource.ResourceAllocator_StockResource:AllocateResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Resource.ResourceAllocator_Resource:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:10:533STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:10:652STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:10:899STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000186, Ticket: 00000149, [Empire1], ShipGUIDs: 7932 9353 9798 , HeroGUID: 0, Position: NodeIndex:-1, FleetGUID: 9862
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:007STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000189, Ticket: 0000014C, [Empire2], ShipsGUID: 3975
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:083STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#0000018A, Ticket: 0000014D, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:084STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:128STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#0000018B, Ticket: 0000014E, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:128STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:208STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#0000018D, Ticket: 00000150, [Empire2], ShipsGUID: 3975
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:245STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#0000018E, Ticket: 00000151, [Empire2], ShipsGUID: 8152
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:258STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:259STACK[AI0] TaskFailed Assign Hero/ 2919
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:259STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:273STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000018F, Ticket: 00000153, [Empire2], system guid: 2047, contruction guid: 11401, resource name : EmpireMoney, buyout cost: 1940.737
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:273STACKThe construction 11401 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:333STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:379STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000192, Ticket: 00000156, [Empire3], ShipsGUID: 1957,2421,2486,2767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:416STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000193, Ticket: 00000157, [Empire3], ShipsGUID: 1957,2421,2486,2767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:517STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000196, Ticket: 0000015A, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:551STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000197, Ticket: 0000015B, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:592STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000198, Ticket: 0000015C, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:633STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000199, Ticket: 0000015D, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:677STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#0000019A, Ticket: 0000015E, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:720STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000019B, Ticket: 0000015F, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11460
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:766STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000019C, Ticket: 00000160, [Empire4], context guid: 3664, contruction guid: 11063
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:810STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000019D, Ticket: 00000161, [Empire4], ShipsGUID: 5725,10916
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:861STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000019E, Ticket: 00000162, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:11:913STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000019F, Ticket: 00000163, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:12:208STACKCancelling actions on Kurhah (729) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:12:234STACKCancelling actions on Dyl (91) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 26
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:12:385STACKCancelling actions on Oentho (32) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 1
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:12:732STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:12:940STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001B4, Ticket: 00000172, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:12:989STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001B5, Ticket: 00000173, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:038STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001B6, Ticket: 00000174, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:092STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001B7, Ticket: 00000175, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:206STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000001BA, Ticket: 00000178, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:207STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:248STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000001BB, Ticket: 00000179, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:248STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:286STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000001BC, Ticket: 0000017A, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:286STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:322STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000001BD, Ticket: 0000017B, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:322STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:356STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001BE, Ticket: 0000017C, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:384STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#000001BF, Ticket: 0000017D, [Empire5]: StarSystemGUID: 11365, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1D:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:417STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001C0, Ticket: 0000017E, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:451STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000001C1, Ticket: 0000017F, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:551STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000001C4, Ticket: 00000182, [Empire5], system guid: 10411, contruction guid: 11437, resource name : EmpireMoney, buyout cost: 518.2968
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:599STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000001C5, Ticket: 00000183, [Empire5], context guid: 1017, contruction guid: 11421
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:633STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000001C6, Ticket: 00000184, [Empire5], context guid: 1017, contruction guid: 11425
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:682STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000001C7, Ticket: 00000185, [Empire5], context guid: 1794, contruction guid: 11084
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:717STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000001C8, Ticket: 00000186, [Empire5], context guid: 1794, contruction guid: 11092
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:768STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000001C9, Ticket: 00000187, [Empire5], context guid: 4445, contruction guid: 11281
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:805STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000001CA, Ticket: 00000188, [Empire5], context guid: 4445, contruction guid: 11283
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:937STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000001CE, Ticket: 0000018C, [Empire6], ShipsGUID: 3769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:13:970STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000001CF, Ticket: 0000018D, [Empire6], ShipsGUID: 4306
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:008STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000001D0, Ticket: 0000018E, [Empire6], ShipsGUID: 10931
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:025STACKOrderAssignHero preprocessing failed: the assignation '7th Fey'Hyios Convoy (11217)' is not available for assignment, failureflags=FleetNotInOrbit.
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:025STACK[AI0] TaskFailed Assign Hero/ 2439
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:025STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:025STACK[Empire 6] OrderQueueConstruction preprocessor failed: 'PlanetImprovementScience1' is already queued in 'Empire 6's colonized planet #1 on Imnos (364)'.
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()
13:12:14:025STACK[AI0] TaskFailed Queue constructible Exoscience Stations/ 2440
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:025STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:147STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000001D4, Ticket: 00000194, [Empire6], ShipsGUID: 10378,10800,10124
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:224STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000001D6, Ticket: 00000196, [Empire6], ShipsGUID: 10931
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:278STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000001D7, Ticket: 00000197, [Empire6], ShipsGUID: 4306
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:327STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:327STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D8, [Empire1], Entity index: 2552
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:351STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001D9, [Empire1], Entity index: 2550
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:417STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DB, [Empire1], Entity index: 2553
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:452STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DC, [Empire3], Entity index: 817
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:602STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001DF, [Empire5]: System #11365
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:14:934STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:344STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:376STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E6, [Empire5], Entity index: 1325
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:425STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E7, [Empire5], Entity index: 1324
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:472STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E8, [Empire6], Entity index: 778
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:638STACK[AI0] Sync took 2.901166 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:15:638STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:15:638STACK[AI0] Cancel Fleet mission without fleet Complete a fleet 9862 3887
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_CompleteTaskForce:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:638STACK[AI0] TaskFailed Complete a fleet 9862/ 3887
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:638STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2495
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:638STACK[AI0] TaskFailed Return to base for upgrade/ 2495
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2286
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] TaskFailed Return to base for upgrade/ 2286
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4741
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] TaskFailed Return to base for upgrade/ 4741
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4853
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] TaskFailed Return to base for upgrade/ 4853
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4854
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] TaskFailed Return to base for upgrade/ 4854
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4986
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] TaskFailed Return to base for upgrade/ 4986
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2124
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] TaskFailed Return to base for upgrade/ 2124
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2209
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] TaskFailed Return to base for upgrade/ 2209
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2210
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:639STACK[AI0] TaskFailed Return to base for upgrade/ 2210
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:15:664STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001E9, [Empire6], Entity index: 777
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:720STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000001EA, Ticket: 0000019E, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:793STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000001EB, Ticket: 0000019F, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:793STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:858STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000001EC, Ticket: 000001A0, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:15:916STACK[Order] OrderChangeDiplomaticContractTermsCollection::GameClient/OrderChangeDiplomaticContractTermsCollection#000001EE, Ticket: 000001A2, ContractGUID 11383.
GameClient+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:16:054STACK[AI0] Could not find Fleet#10060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#9873 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#11060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#11239 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#11154 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#10886 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#11143 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#10953 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#10060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#9873 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#11060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:054STACK[AI0] Could not find Fleet#11239 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:055STACK[AI0] Could not find Fleet#11154 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:055STACK[AI0] Could not find Fleet#10886 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:055STACK[AI0] Could not find Fleet#11143 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:055STACK[AI0] Could not find Fleet#10953 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:092STACK[AI0] Could not find Fleet#10060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:092STACK[AI0] Could not find Fleet#9873 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:092STACK[AI0] Could not find Fleet#11060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:092STACK[AI0] Could not find Fleet#11239 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:092STACK[AI0] Could not find Fleet#11154 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:092STACK[AI0] Could not find Fleet#10886 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:092STACK[AI0] Could not find Fleet#11143 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:092STACK[AI0] Could not find Fleet#10953 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:103STACK[AI0] Could not find Fleet#10060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:103STACK[AI0] Could not find Fleet#9873 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:103STACK[AI0] Could not find Fleet#11060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:103STACK[AI0] Could not find Fleet#11239 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:103STACK[AI0] Could not find Fleet#11154 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:103STACK[AI0] Could not find Fleet#10886 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:103STACK[AI0] Could not find Fleet#11143 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:103STACK[AI0] Could not find Fleet#10953 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:126STACK[AI0] Could not find Fleet#10060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#9873 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#11060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#11239 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#11154 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#10886 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#11143 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#10953 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#10060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#9873 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#11060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#11239 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#11154 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#10886 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#11143 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#10953 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:127STACK[AI0] Could not find Fleet#10060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:137STACK[AI0] Could not find Fleet#9873 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:137STACK[AI0] Could not find Fleet#11060 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:137STACK[AI0] Could not find Fleet#11239 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:137STACK[AI0] Could not find Fleet#11154 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:137STACK[AI0] Could not find Fleet#10886 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:137STACK[AI0] Could not find Fleet#11143 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:137STACK[AI0] Could not find Fleet#10953 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:137STACK[AI0] Unassign fleet 8043/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:16:183STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001F5, [Empire3], Entity index: 820
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:16:259STACKBegin encounter simulation ignition 7857
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:129STACKEnd encounter simulation ignition 7861
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:129STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:167STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:217STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:235STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:307STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:307STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:350STACK[AI0] [empire1]No fleet attached Front Intercept Fleet 4540 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:350STACK[AI0] Cancel Fleet mission without fleet Front Intercept Fleet 4540
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:350STACK[AI0] Cancel Fleet mission without fleet Front Intercept Fleet 4540
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:350STACK[AI0] TaskFailed Front Intercept Fleet/ 4540
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:350STACK[AI0] [empire1]No fleet attached Front clean orbit 4541 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:350STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 4541
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:350STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 4541
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:350STACK[AI0] TaskFailed Front clean orbit/ 4541
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:350STACK[AI0] [empire1]No fleet attached Front clean orbit 4542 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 4542
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 4542
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] TaskFailed Front clean orbit/ 4542
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] [empire1]No fleet attached Front clean orbit 4543 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 4543
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 4543
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] TaskFailed Front clean orbit/ 4543
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] [empire1]No fleet attached Guard System 4545 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4545
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4545
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] TaskFailed Guard System/ 4545
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] [empire1]No fleet attached Guard System 4546 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4546
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4546
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] TaskFailed Guard System/ 4546
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] [empire1]No fleet attached Guard System 4547 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4547
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4547
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] TaskFailed Guard System/ 4547
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] [empire1]No fleet attached Guard System 4548 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4548
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4548
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] TaskFailed Guard System/ 4548
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] [empire1]No fleet attached Guard System 4549 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4549
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4549
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] TaskFailed Guard System/ 4549
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] [empire1]No fleet attached Guard System 4550 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4550
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] Cancel Fleet mission without fleet Guard System 4550
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] TaskFailed Guard System/ 4550
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:351STACK[AI0] [empire1]No fleet attached Guard System 4551 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4551
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4551
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] TaskFailed Guard System/ 4551
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] [empire1]No fleet attached Guard System 4552 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4552
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4552
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] TaskFailed Guard System/ 4552
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] [empire1]No fleet attached Guard System 4553 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4553
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4553
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] TaskFailed Guard System/ 4553
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] [empire1]No fleet attached Guard System 4554 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4554
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4554
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] TaskFailed Guard System/ 4554
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] [empire1]No fleet attached Guard System 4555 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4555
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4555
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] TaskFailed Guard System/ 4555
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] [empire1]No fleet attached Guard System 4556 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4556
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4556
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] TaskFailed Guard System/ 4556
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] [empire1]No fleet attached Guard System 4557 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4557
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] Cancel Fleet mission without fleet Guard System 4557
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] TaskFailed Guard System/ 4557
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:352STACK[AI0] [empire1]No fleet attached Guard System 4558 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:353STACK[AI0] Cancel Fleet mission without fleet Guard System 4558
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:353STACK[AI0] Cancel Fleet mission without fleet Guard System 4558
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:353STACK[AI0] TaskFailed Guard System/ 4558
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:353STACK[AI0] [empire1]No fleet attached Guard System 4587 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:353STACK[AI0] Cancel Fleet mission without fleet Guard System 4587
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:353STACK[AI0] Cancel Fleet mission without fleet Guard System 4587
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:353STACK[AI0] TaskFailed Guard System/ 4587
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:425STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:425STACKCan't find the element 'Group_ComputeOpponentRecyclingDustGain' in database of 'BattleActionDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Xml.XmlNamedReference:GetInstancesFromXmlReferences(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterPlayStatusModifierDefinition:get_BattleActions() EncounterPlayStatusModifierDefinition+c__Iterator1:MoveNext() BattleSimulationGroup:ActivatePlayStatusModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulationGroup:ActivatePlayStatusModifierForPhase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) BattleSimulation:ActivatePlayStatusModifierForPhase(System.Reflection.ParameterInfo) BattleSimulation+ c__Iterator3:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_RunBattlePhase:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:425STACK[AI0] [empire5]No fleet attached Guard System 5745 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:425STACK[AI0] Cancel Fleet mission without fleet Guard System 5745
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:425STACK[AI0] Cancel Fleet mission without fleet Guard System 5745
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:425STACK[AI0] TaskFailed Guard System/ 5745
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:425STACK[AI0] [empire5]No fleet attached Guard System 5746 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:425STACK[AI0] Cancel Fleet mission without fleet Guard System 5746
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5746
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5746
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] [empire5]No fleet attached Guard System 5786 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5786
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5786
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5786
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] [empire5]No fleet attached Guard System 5788 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5788
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5788
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5788
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] [empire5]No fleet attached Guard System 5789 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5789
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5789
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5789
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] [empire5]No fleet attached Guard System 5790 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5790
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5790
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5790
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] [empire5]No fleet attached Guard System 5791 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5791
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5791
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5791
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] [empire5]No fleet attached Guard System 5792 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5792
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5792
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5792
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] [empire5]No fleet attached Guard System 5793 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5793
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5793
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5793
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] [empire5]No fleet attached Guard System 5794 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5794
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] Cancel Fleet mission without fleet Guard System 5794
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:426STACK[AI0] TaskFailed Guard System/ 5794
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] [empire5]No fleet attached Guard System 5795 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Guard System 5795
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Guard System 5795
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] TaskFailed Guard System/ 5795
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] [empire5]No fleet attached Front clean orbit 5873 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 5873
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 5873
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] TaskFailed Front clean orbit/ 5873
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] [empire5]No fleet attached Front clean orbit 5874 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 5874
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Front clean orbit 5874
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] TaskFailed Front clean orbit/ 5874
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] [empire5]No fleet attached Guard System 5875 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Guard System 5875
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Guard System 5875
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] TaskFailed Guard System/ 5875
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] [empire5]No fleet attached Guard System 5876 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Guard System 5876
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Guard System 5876
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] TaskFailed Guard System/ 5876
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] [empire5]No fleet attached Guard System 5925 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Guard System 5925
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] Cancel Fleet mission without fleet Guard System 5925
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:427STACK[AI0] TaskFailed Guard System/ 5925
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:17:526STACK[AI0] [empire6]No fleet attached Return to base for upgrade 2378 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2378
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2378
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] TaskFailed Return to base for upgrade/ 2378
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] [empire6]No fleet attached Guard System 2406 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2406
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2406
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] TaskFailed Guard System/ 2406
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] [empire6]No fleet attached Guard System 2407 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2407
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2407
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] TaskFailed Guard System/ 2407
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] [empire6]No fleet attached Guard System 2409 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2409
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2409
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] TaskFailed Guard System/ 2409
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] [empire6]No fleet attached Guard System 2410 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2410
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2410
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] TaskFailed Guard System/ 2410
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] [empire6]No fleet attached Guard System 2411 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2411
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2411
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] TaskFailed Guard System/ 2411
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] [empire6]No fleet attached Guard System 2412 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2412
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:526STACK[AI0] Cancel Fleet mission without fleet Guard System 2412
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] TaskFailed Guard System/ 2412
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] [empire6]No fleet attached Guard System 2413 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2413
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2413
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] TaskFailed Guard System/ 2413
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] [empire6]No fleet attached Guard System 2414 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2414
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2414
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] TaskFailed Guard System/ 2414
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] [empire6]No fleet attached Guard System 2416 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2416
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2416
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] TaskFailed Guard System/ 2416
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] [empire6]No fleet attached Guard System 2418 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2418
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2418
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] TaskFailed Guard System/ 2418
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] [empire6]No fleet attached Guard System 2423 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2423
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2423
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] TaskFailed Guard System/ 2423
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] [empire6]No fleet attached Guard System 2424 : 1
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2424
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] Cancel Fleet mission without fleet Guard System 2424
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:527STACK[AI0] TaskFailed Guard System/ 2424
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Execution:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:17:703STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:703STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:787STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:787STACK[AI0] TaskFailed Assign Hero/ 2931
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:787STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:862STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000208, Ticket: 000001BB, [Empire4], ShipsGUID: 5307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:917STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000209, Ticket: 000001BC, [Empire4], context guid: 1014, contruction guid: 11454
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:17:971STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000020A, Ticket: 000001BD, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11482
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:054STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000020C, Ticket: 000001BF, [Empire5], context guid: 3644, contruction guid: 11467
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:084STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000020D, Ticket: 000001C0, [Empire5], context guid: 2080, contruction guid: 11465
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:152STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#0000020F, Ticket: 000001C2, [Empire6], ShipsGUID: 3769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:167STACK[Empire 6] OrderQueueConstruction preprocessor failed: 'PlanetImprovementScience1' is already queued in 'Empire 6's colonized planet #1 on Imnos (364)'.
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()
13:12:18:167STACK[AI0] TaskFailed Queue constructible Exoscience Stations/ 2455
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:167STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:183STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:183STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:217STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:217STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:346STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:346STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:617STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:617STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:666STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:667STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:729STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:729STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:772STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:18:938STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000221, [Empire1], Entity index: 2563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:19:723STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:19:745STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:19:850STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:20:016STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:20:333STACK[AI0] Sync took 0.6010344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:20:333STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:20:334STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4994
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:20:334STACK[AI0] TaskFailed Return to base for upgrade/ 4994
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:20:334STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 11351 329
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:20:334STACK[AI0] TaskFailed Gameplay Fleet Mission 11351/ 329
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:20:371STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000222, Ticket: 000001D4, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:20:416STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000223, Ticket: 000001D5, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:20:458STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000224, Ticket: 000001D6, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:266STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000228, Ticket: 000001D9, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:266STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:300STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000229, Ticket: 000001DA, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:300STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:317STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:317STACK[AI0] TaskFailed Assign Hero/ 2939
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:317STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:345STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000022A, Ticket: 000001DC, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:345STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:21:397STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000022B, Ticket: 000001DD, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11483
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:485STACK[Empire 6] OrderQueueConstruction preprocessor failed: 'PlanetImprovementScience1' is already queued in 'Empire 6's colonized planet #1 on Imnos (364)'.
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()
13:12:21:486STACK[AI0] TaskFailed Queue constructible Exoscience Stations/ 2456
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:486STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:21:516STACKBegin encounter simulation ignition 8091
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:22:366STACKEnd encounter simulation ignition 8095
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:22:411STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:22:411STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000022F, [Empire3], Entity index: 824
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:22:533STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:22:533STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:22:584STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:22:783STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:22:783STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:051STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:051STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:166STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:166STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:250STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:250STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:300STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:300STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:355STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:356STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:397STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:565STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:23:582STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:682STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:23:950STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:24:266STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:24:267STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:24:267STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5000
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:24:267STACK[AI0] TaskFailed Return to base for upgrade/ 5000
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:24:267STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 11357 330
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:24:267STACK[AI0] TaskFailed Gameplay Fleet Mission 11357/ 330
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:24:312STACK[Order] OrderChangeDiplomaticContractState::GameClient/OrderChangeDiplomaticContractState#00000241, Ticket: 000001EF, ContractGUID 11383 DiplomaticContractNewState: Signed Empire which proposes empire point cost: 210.9375 Empire which receives empire point cost: 0.
GameClient+c__IteratorD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:24:312STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticAbility:DepartmentOfForeignAffairs_OnDiplomaticAbilityChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:NotifyDiplomaticAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.RemoveDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticTerm:IDiplomaticTermManagement.ApplyEffects(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticOption:IDiplomaticOptionManagement.ApplyTerms(System.Reflection.ParameterInfo) DiplomaticContract:ApplyTerms() DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomaticContractsManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__IteratorD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:24:312STACKContract 11383 pass from state Negotiation to state Signed.
DiplomaticContract:IDiplomaticContractManagement.SetDiplomaticState(System.Reflection.ParameterInfo) DiplomaticContractsManager:SetDiplomaticContractState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameClient+c__IteratorD:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:24:350STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000242, Ticket: 000001F0, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:25:183STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:25:183STACK[AI0] TaskFailed Assign Hero/ 2940
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:25:183STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:25:244STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000246, Ticket: 000001F4, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:25:265STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:25:299STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000247, Ticket: 000001F5, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11484
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:25:349STACKBegin encounter simulation ignition 8264
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:25:350STACK[Empire 6] OrderQueueConstruction preprocessor failed: 'PlanetImprovementScience1' is already queued in 'Empire 6's colonized planet #1 on Imnos (364)'.
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()
13:12:25:350STACK[AI0] TaskFailed Queue constructible Exoscience Stations/ 2457
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:25:350STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:192STACKEnd encounter simulation ignition 8267
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:234STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:327STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:327STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:395STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:599STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:599STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:967STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:26:967STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:133STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:133STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:250STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:250STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:301STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:301STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:350STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:350STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:430STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:483STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:27:499STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:600STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:27:767STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:28:083STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:28:083STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:28:083STACK[AI0] Cancel FleetSnapshot #10298 : bad id
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_AttackSystem:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:28:083STACK[AI0] TaskFailed Front Attack system/ 2892
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:28:083STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5006
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:28:083STACK[AI0] TaskFailed Return to base for upgrade/ 5006
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:28:102STACKBegin encounter simulation ignition 8376
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:28:963STACKEnd encounter simulation ignition 8380
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:002STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:102STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:102STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:150STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:267STACK[AI0] Could not find a contract evaluation for DiplomaticContractSnapshot #11383.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMajorEmpireContractEvaluation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeDiplomaticContractSignedLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:29:350STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:350STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:537STACK[AI0] TaskForce Cancel Guard System with motivation 0.03352448 for Front Attack system with motivation 0.3651893
Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:CancelLessMotivatedTask(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Allocators.TaskForceAllocator:CancelLessMotivatedTaskByPattern() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:29:537STACK[AI0] Unassign fleet 11396/2890 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:29:756STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:756STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:801STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:801STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:801STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:801STACK[AI0] TaskFailed Assign Hero/ 2942
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:801STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:829STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000264, Ticket: 00000211, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:883STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000265, Ticket: 00000212, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11485
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:883STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:29:916STACK[Empire 6] OrderQueueConstruction preprocessor failed: 'PlanetImprovementScience1' is already queued in 'Empire 6's colonized planet #1 on Imnos (364)'.
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()
13:12:29:916STACK[AI0] TaskFailed Queue constructible Exoscience Stations/ 2458
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:916STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:950STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:29:950STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:30:033STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:30:033STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:30:087STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:30:087STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:30:143STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:30:143STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:30:212STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:32:066STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:32:083STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:32:184STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:32:334STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:32:667STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:32:667STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:32:667STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5010
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:32:667STACK[AI0] TaskFailed Return to base for upgrade/ 5010
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:32:667STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 11363 331
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:32:667STACK[AI0] TaskFailed Gameplay Fleet Mission 11363/ 331
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:33:583STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:33:583STACK[AI0] TaskFailed Assign Hero/ 2946
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:33:583STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:33:610STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000026E, Ticket: 0000021C, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:33:666STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000026F, Ticket: 0000021D, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11486
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:33:666STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:33:701STACK[Empire 6] OrderQueueConstruction preprocessor failed: 'PlanetImprovementScience1' is already queued in 'Empire 6's colonized planet #1 on Imnos (364)'.
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()
13:12:33:701STACK[AI0] TaskFailed Queue constructible Exoscience Stations/ 2459
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:33:701STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:35:867STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:35:882STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:35:983STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:36:233STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:36:566STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:36:567STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:36:567STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5014
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:36:567STACK[AI0] TaskFailed Return to base for upgrade/ 5014
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:37:482STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:37:482STACK[AI0] TaskFailed Assign Hero/ 2948
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:37:482STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:37:510STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000270, Ticket: 00000220, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:37:563STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000271, Ticket: 00000221, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11487
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:37:563STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:37:597STACK[Empire 6] OrderQueueConstruction preprocessor failed: 'PlanetImprovementScience1' is already queued in 'Empire 6's colonized planet #1 on Imnos (364)'.
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()
13:12:37:597STACK[AI0] TaskFailed Queue constructible Exoscience Stations/ 2460
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:37:597STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:39:765STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:39:782STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:39:882STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:40:049STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:40:365STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:40:365STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:40:365STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5017
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:40:365STACK[AI0] TaskFailed Return to base for upgrade/ 5017
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:41:282STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:41:282STACK[AI0] TaskFailed Assign Hero/ 2949
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:41:282STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:41:309STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000272, Ticket: 00000224, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:41:361STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000273, Ticket: 00000225, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11488
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:41:361STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:41:393STACK[Empire 6] OrderQueueConstruction preprocessor failed: 'PlanetImprovementScience1' is already queued in 'Empire 6's colonized planet #1 on Imnos (364)'.
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()
13:12:41:393STACK[AI0] TaskFailed Queue constructible Exoscience Stations/ 2461
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:41:394STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:43:566STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:43:582STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:43:681STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:43:996STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:44:007STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000276, [Empire0], Entity index: 1461
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:44:265STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:44:265STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:44:265STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5021
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:44:265STACK[AI0] TaskFailed Return to base for upgrade/ 5021
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:45:182STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:45:182STACK[AI0] TaskFailed Assign Hero/ 2950
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:45:182STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:45:210STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000277, Ticket: 0000022A, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:45:262STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000278, Ticket: 0000022B, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11489
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:45:262STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:47:130STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000027B, [Empire0], Entity index: 1463
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:47:466STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:47:483STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:47:583STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:47:850STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:48:166STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:48:166STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:48:167STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5024
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:48:167STACK[AI0] TaskFailed Return to base for upgrade/ 5024
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:49:083STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:49:083STACK[AI0] TaskFailed Assign Hero/ 2951
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:49:083STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:49:110STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000027C, Ticket: 0000022F, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:49:163STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000027D, Ticket: 00000230, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11490
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:49:163STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:51:367STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:51:383STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:51:483STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:51:650STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:51:966STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:51:966STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:51:966STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5028
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:51:966STACK[AI0] TaskFailed Return to base for upgrade/ 5028
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:52:882STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:52:883STACK[AI0] TaskFailed Assign Hero/ 2952
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:52:883STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:52:909STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000280, Ticket: 00000232, [Empire4], ShipsGUID: 5307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:52:963STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000281, Ticket: 00000233, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11491
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:52:964STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:55:167STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:55:183STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:55:283STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:55:549STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:55:865STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:55:865STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:55:865STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5031
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:55:865STACK[AI0] TaskFailed Return to base for upgrade/ 5031
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:56:781STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:56:781STACK[AI0] TaskFailed Assign Hero/ 2953
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:56:781STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:56:807STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000282, Ticket: 00000235, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:56:874STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000283, Ticket: 00000236, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11492
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:56:874STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:59:065STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:59:083STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:59:182STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:59:334STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:12:59:669STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:59:670STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:12:59:670STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5035
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:12:59:670STACK[AI0] TaskFailed Return to base for upgrade/ 5035
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:00:586STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:00:586STACK[AI0] TaskFailed Assign Hero/ 2954
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:00:586STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:00:612STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000285, Ticket: 00000238, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:00:662STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000286, Ticket: 00000239, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11493
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:00:662STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:02:865STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:02:882STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:02:982STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:03:148STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:03:466STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:03:466STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:03:466STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5039
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:03:466STACK[AI0] TaskFailed Return to base for upgrade/ 5039
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:04:382STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:04:382STACK[AI0] TaskFailed Assign Hero/ 2955
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:04:382STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:04:409STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000287, Ticket: 0000023B, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:04:462STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000288, Ticket: 0000023C, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11494
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:04:463STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:06:665STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:06:684STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:06:782STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:06:949STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:07:267STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:07:267STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:07:267STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5043
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:07:267STACK[AI0] TaskFailed Return to base for upgrade/ 5043
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:08:183STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:08:183STACK[AI0] TaskFailed Assign Hero/ 2956
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:08:183STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:08:210STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000289, Ticket: 0000023E, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:08:260STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000028A, Ticket: 0000023F, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11495
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:08:260STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:10:465STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:10:482STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:10:582STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:10:851STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:11:165STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:11:165STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:11:165STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5047
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:11:165STACK[AI0] TaskFailed Return to base for upgrade/ 5047
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:12:081STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:12:081STACK[AI0] TaskFailed Assign Hero/ 2957
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:12:081STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:12:108STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000028B, Ticket: 00000241, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:12:159STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000028C, Ticket: 00000242, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11496
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:12:159STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:14:367STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:14:382STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:14:482STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:14:748STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:15:066STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:15:066STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:15:066STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5050
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:15:067STACK[AI0] TaskFailed Return to base for upgrade/ 5050
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:15:982STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:15:982STACK[AI0] TaskFailed Assign Hero/ 2958
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:15:982STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:16:008STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000028D, Ticket: 00000244, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:16:061STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000028E, Ticket: 00000245, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11497
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:16:082STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:18:265STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:18:284STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:18:382STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:18:732STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:19:065STACK[AI0] Sync took 0.8010458 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:19:065STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:19:065STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5054
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:19:065STACK[AI0] TaskFailed Return to base for upgrade/ 5054
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:19:982STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:19:983STACK[AI0] TaskFailed Assign Hero/ 2959
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:19:983STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:20:012STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000028F, Ticket: 00000247, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:20:073STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000290, Ticket: 00000248, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11498
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:20:073STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:22:267STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:22:284STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:22:526STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:22:699STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:22:966STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:22:966STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:22:966STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5057
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:22:966STACK[AI0] TaskFailed Return to base for upgrade/ 5057
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:23:905STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:23:905STACK[AI0] TaskFailed Assign Hero/ 2960
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:23:906STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:23:945STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000029B, Ticket: 00000254, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:23:968STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:24:011STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000029C, Ticket: 00000255, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11499
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:26:165STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:26:183STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:26:283STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:26:449STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:26:768STACK[AI0] Sync took 0.6010344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:26:768STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:26:801STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5061
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:26:801STACK[AI0] TaskFailed Return to base for upgrade/ 5061
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:27:699STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:27:699STACK[AI0] TaskFailed Assign Hero/ 2961
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:27:699STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:27:727STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000029F, Ticket: 00000259, [Empire4], ShipsGUID: 5307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:27:780STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002A0, Ticket: 0000025A, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11500
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:27:780STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:28:596STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002A1, [Empire5], Entity index: 1334
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:29:793STACKCan't find the element 'TradableShipDefense' in database of 'TradableDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipRoleDefinition:get_TradableDefinition() TradableShipDefinition:GetTradableDefinition(System.Reflection.ParameterInfo) Marketplace:ITradingManagementService.GetTradableShipValue(System.Reflection.ParameterInfo) ShipsManagementPanel:RefreshSellButton() ShipsManagementPanel:RefreshButtons() ShipsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:29:986STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:29:999STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:30:099STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:30:549STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:30:882STACK[AI0] Sync took 0.9000515 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:30:882STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:30:882STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5064
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:30:882STACK[AI0] TaskFailed Return to base for upgrade/ 5064
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:31:798STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:31:798STACK[AI0] TaskFailed Assign Hero/ 2962
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:31:798STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:31:826STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002A4, Ticket: 0000025E, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:31:878STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002A5, Ticket: 0000025F, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11501
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:31:878STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:32:022STACKCan't find the element 'TradableShipDefense' in database of 'TradableDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipRoleDefinition:get_TradableDefinition() TradableShipDefinition:GetTradableDefinition(System.Reflection.ParameterInfo) Marketplace:ITradingManagementService.GetTradableShipValue(System.Reflection.ParameterInfo) ShipsManagementPanel:RefreshSellButton() ShipsManagementPanel:RefreshButtons() ShipsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:32:034STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:32:116STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:32:132STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:34:083STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:34:099STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:34:199STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:34:466STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:34:782STACK[AI0] Sync took 0.7040403 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:34:782STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:34:782STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5068
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:34:782STACK[AI0] TaskFailed Return to base for upgrade/ 5068
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:35:698STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:35:699STACK[AI0] TaskFailed Assign Hero/ 2963
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:35:699STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:35:727STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002AC, Ticket: 00000264, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:35:782STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002AD, Ticket: 00000265, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11503
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:35:782STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:37:982STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:37:998STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:38:099STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:38:233STACKUpkeep provider is null. Target type is GuiBattleShip
PanelFeatureUpkeep:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:13:38:267STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:38:582STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:38:582STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:38:582STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5072
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:38:582STACK[AI0] TaskFailed Return to base for upgrade/ 5072
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:39:518STACKBegin encounter simulation ignition 12505
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:39:518STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:39:518STACK[AI0] TaskFailed Assign Hero/ 2964
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:39:518STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:39:555STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002B1, Ticket: 00000269, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:39:583STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:40:450STACKEnd encounter simulation ignition 12508
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:40:450STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002B2, Ticket: 0000026A, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11504
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:40:487STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:40:583STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:40:583STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:40:635STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:40:783STACKUpkeep provider is null. Target type is GuiBattleShip
PanelFeatureUpkeep:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:40:833STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:40:833STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:202STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:202STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:283STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:283STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:400STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:400STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:483STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:483STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:519STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:13:41:533STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:533STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:601STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:601STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:643STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionToggle:Refresh() FleetActionToggleAttachMothership:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:644STACKCan't find the element 'TradableShipDefense' in database of 'TradableDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipRoleDefinition:get_TradableDefinition() TradableShipDefinition:GetTradableDefinition(System.Reflection.ParameterInfo) Marketplace:ITradingManagementService.GetTradableShipValue(System.Reflection.ParameterInfo) ShipsManagementPanel:RefreshSellButton() ShipsManagementPanel:RefreshButtons() ShipsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:669STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionToggle:Refresh() FleetActionToggleAttachMothership:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:669STACKCan't find the element 'TradableShipDefense' in database of 'TradableDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipRoleDefinition:get_TradableDefinition() TradableShipDefinition:GetTradableDefinition(System.Reflection.ParameterInfo) Marketplace:ITradingManagementService.GetTradableShipValue(System.Reflection.ParameterInfo) ShipsManagementPanel:RefreshSellButton() ShipsManagementPanel:RefreshButtons() ShipsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:669STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:718STACKCan't find network achievement: ATTACK_ALLY_WITH_PRIVATEERS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventFleetHasAttackedAnEnemy(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) AttackFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() AttackFleetAction:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+c__Iterator1E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:742STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionToggle:Refresh() FleetActionToggleAttachMothership:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:742STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:742STACKCan't find the element 'TradableShipDefense' in database of 'TradableDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipRoleDefinition:get_TradableDefinition() TradableShipDefinition:GetTradableDefinition(System.Reflection.ParameterInfo) Marketplace:ITradingManagementService.GetTradableShipValue(System.Reflection.ParameterInfo) ShipsManagementPanel:RefreshSellButton() ShipsManagementPanel:RefreshButtons() ShipsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:764STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionToggle:Refresh() FleetActionToggleAttachMothership:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:764STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:41:832STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:41:851STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:41:949STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:42:199STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:42:517STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:42:517STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:42:517STACK[AI0] Cancel FleetSnapshot #9862 : bad id
Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FrontMission:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.FrontBased.FleetMission_CleanOrbit:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:42:533STACK[AI0] TaskFailed Front clean orbit/ 3717
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:42:533STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5076
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:42:533STACK[AI0] TaskFailed Return to base for upgrade/ 5076
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:43:432STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:43:432STACK[AI0] TaskFailed Assign Hero/ 2965
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:43:432STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:43:463STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002C4, Ticket: 0000027B, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:43:518STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002C5, Ticket: 0000027C, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11505
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:43:518STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:45:732STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:45:749STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:45:850STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:46:015STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:46:335STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:46:335STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:46:335STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5080
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:46:335STACK[AI0] TaskFailed Return to base for upgrade/ 5080
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:47:251STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:47:251STACK[AI0] TaskFailed Assign Hero/ 2966
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:47:252STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:47:280STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002C6, Ticket: 0000027E, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:47:335STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002C7, Ticket: 0000027F, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11506
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:47:335STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:48:737STACKCan't find the element 'TradableShipDefense' in database of 'TradableDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipRoleDefinition:get_TradableDefinition() TradableShipDefinition:GetTradableDefinition(System.Reflection.ParameterInfo) Marketplace:ITradingManagementService.GetTradableShipValue(System.Reflection.ParameterInfo) ShipsManagementPanel:RefreshSellButton() ShipsManagementPanel:RefreshButtons() ShipsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:49:532STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:49:549STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:49:648STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:49:815STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:50:132STACK[AI0] Sync took 0.6010344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:50:132STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:50:132STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5083
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:50:132STACK[AI0] TaskFailed Return to base for upgrade/ 5083
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:51:050STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:51:050STACK[AI0] TaskFailed Assign Hero/ 2967
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:51:050STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:51:078STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002C8, Ticket: 00000281, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:51:133STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002C9, Ticket: 00000282, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11507
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:51:133STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:51:387STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionToggle:Refresh() FleetActionToggleAttachMothership:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetActionsPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:51:387STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetActionsPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:51:387STACKCan't find the element 'TradableShipDefense' in database of 'TradableDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipRoleDefinition:get_TradableDefinition() TradableShipDefinition:GetTradableDefinition(System.Reflection.ParameterInfo) Marketplace:ITradingManagementService.GetTradableShipValue(System.Reflection.ParameterInfo) ShipsManagementPanel:RefreshSellButton() ShipsManagementPanel:RefreshButtons() ShipsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:13:53:331STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:53:348STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:53:451STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:53:615STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:53:931STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:53:932STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:53:932STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5087
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:53:932STACK[AI0] TaskFailed Return to base for upgrade/ 5087
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:54:848STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:54:848STACK[AI0] TaskFailed Assign Hero/ 2968
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:54:848STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:54:878STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002CA, Ticket: 00000284, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:54:933STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002CB, Ticket: 00000285, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11508
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:54:933STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:57:129STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:57:146STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:57:247STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:57:497STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:57:832STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:57:832STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:13:57:832STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5090
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:57:832STACK[AI0] TaskFailed Return to base for upgrade/ 5090
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:13:58:749STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:58:749STACK[AI0] TaskFailed Assign Hero/ 2969
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:58:749STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:58:776STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002CC, Ticket: 00000287, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:58:833STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002CD, Ticket: 00000288, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11509
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:13:58:833STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:01:031STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:01:048STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:01:148STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:01:416STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:01:731STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:01:731STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:01:731STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5094
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:01:731STACK[AI0] TaskFailed Return to base for upgrade/ 5094
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:02:650STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:02:650STACK[AI0] TaskFailed Assign Hero/ 2970
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:02:650STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:02:682STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002CE, Ticket: 0000028A, [Empire4], ShipsGUID: 5307
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:02:742STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002CF, Ticket: 0000028B, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11510
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:02:742STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:03:414STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000002D0, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTransportation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:04:940STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:04:961STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:05:089STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:05:281STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:05:532STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:05:532STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:05:532STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5097
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:05:532STACK[AI0] TaskFailed Return to base for upgrade/ 5097
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:06:448STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:06:448STACK[AI0] TaskFailed Assign Hero/ 2971
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:06:448STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:06:478STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002D4, Ticket: 00000290, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:06:548STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002D5, Ticket: 00000291, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11511
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:06:548STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:08:748STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:08:766STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:08:866STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:09:132STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:09:450STACK[AI0] Sync took 0.7030402 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:09:450STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:09:450STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5101
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:09:450STACK[AI0] TaskFailed Return to base for upgrade/ 5101
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:10:365STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:10:365STACK[AI0] TaskFailed Assign Hero/ 2972
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:10:365STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:10:394STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002D7, Ticket: 00000294, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:10:448STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002D8, Ticket: 00000295, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11512
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:10:448STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:10:587STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionToggle:Refresh() FleetActionToggleAttachMothership:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:10:587STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:10:587STACKCan't find the element 'TradableShipDefense' in database of 'TradableDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipRoleDefinition:get_TradableDefinition() TradableShipDefinition:GetTradableDefinition(System.Reflection.ParameterInfo) Marketplace:ITradingManagementService.GetTradableShipValue(System.Reflection.ParameterInfo) ShipsManagementPanel:RefreshSellButton() ShipsManagementPanel:RefreshButtons() ShipsManagementPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:12:460STACKEmpty default class.... GuiPopulationDefinition
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MinorFactionDiplomacyModalWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemLabel:OnClickMinorFaction(System.Reflection.ParameterInfo) UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo) AgeControlButton:MouseUp(System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeManager:UpdateInteractivity() AgeManager:LateUpdate()
13:14:12:650STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:12:666STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:12:763STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:12:929STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:13:246STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:13:246STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:13:246STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5105
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:13:246STACK[AI0] TaskFailed Return to base for upgrade/ 5105
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:14:164STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:14:164STACK[AI0] TaskFailed Assign Hero/ 2973
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:14:164STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:14:190STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002D9, Ticket: 00000297, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:14:240STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002DA, Ticket: 00000298, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11513
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:14:241STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:14:320STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionToggle:Refresh() FleetActionToggleAttachMothership:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:14:321STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9894'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:14:14:356STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000002DC, Ticket: 0000029A
Amplitude.Unity.Game.Orders.Order:Log() GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:14:356STACKNo MiniatureIcon defined for DroppableType DroppableString
Droppable:get_CategoryIcon() QuestRewardItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestRewardsTable:BindRewardItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestRewardsTable:BuildRewards(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestRewardsTable:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestBegunNotificationWindow:SetupObjective(System.Reflection.ParameterInfo) QuestBegunNotificationWindow:SetupPanels() QuestBegunNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo) GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo) GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClient+c__Iterator8:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:16:449STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:16:467STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:16:566STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:16:866STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:17:149STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:17:149STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:17:149STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5109
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:17:149STACK[AI0] TaskFailed Return to base for upgrade/ 5109
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:18:065STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:18:065STACK[AI0] TaskFailed Assign Hero/ 2974
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:18:065STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:18:094STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002DD, Ticket: 0000029C, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:18:147STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002DE, Ticket: 0000029D, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11515
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:18:147STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:20:349STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:20:364STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:20:468STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:20:748STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:21:051STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:21:051STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:21:051STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5113
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:21:051STACK[AI0] TaskFailed Return to base for upgrade/ 5113
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:21:966STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:21:966STACK[AI0] TaskFailed Assign Hero/ 2975
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:21:966STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:21:996STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002DF, Ticket: 0000029F, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:22:051STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002E0, Ticket: 000002A0, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11516
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:22:051STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:24:248STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:24:263STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:364STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:631STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:24:950STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:24:950STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:24:951STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5116
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:24:951STACK[AI0] TaskFailed Return to base for upgrade/ 5116
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:25:864STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:25:864STACK[AI0] TaskFailed Assign Hero/ 2976
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:25:864STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:25:891STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002E1, Ticket: 000002A2, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:25:946STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002E2, Ticket: 000002A3, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11517
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:25:946STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:28:114STACKGameClientState_Turn_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:28:148STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:28:148STACK[AI0] [MainState] Partial Synchronization started on state OthersWantToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:28:164STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:28:164STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:28:264STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:28:547STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:28:547STACK[AI0] Game state: OthersWantToEndTheTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:AskToFinishTheTurn() AIManager:AskToFinishTheTurn() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:28:847STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:28:847STACK[AI0] [MainState] Start decision number 37 (state: OthersWantToEndTheTurn, turn: 84)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:28:847STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5120
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:28:847STACK[AI0] TaskFailed Return to base for upgrade/ 5120
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:29:764STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:29:764STACK[AI0] TaskFailed Assign Hero/ 2977
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:29:764STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:29:796STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000002E3, Ticket: 000002A5, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:29:849STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000002E4, Ticket: 000002A6, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11518
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:29:947STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:29:980STACKGameServerState_Turn_Finished
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:29:980STACK[AI0] Game state: FinishTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:409STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002E6, [Empire4], Entity index: 651
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:421STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.
GameServerState_Turn_Finished+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Finished:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:512STACKGameClientState_Turn_FinishedAndLocked
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:608STACKDisposing ServerEncounter 11368
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:608STACKDisposing ServerEncounter 11369
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:608STACKDisposing ServerEncounter 11370
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:608STACKDisposing ServerEncounter 11480
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:608STACKDisposing ServerEncounter 11502
ServerEncounter:Dispose() GameServer:ClearServerEncounters() GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:608STACKGameServerState_Turn_Elections
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:608STACK[AI0] Game state: InterTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:618STACKGameClientState_Turn_Elections
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:747STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:796STACKGameServerState_Turn_End
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKGameServerState_Turn_Ended
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKGameClientState_Turn_End
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: TURNS_PLAYED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:IncrementStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETEMPIRELIFEFORCE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETSYSTEMGROWTH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETSYSTEMPRODUCTION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETSYSTEMMONEY
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:859STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: MAX_NETSYSTEMRESEARCH
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: MAX_NETSYSTEMEMPIREPOINT
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: MIN_STRATEGIC_STOCK
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't find network achievement: OWN_TRADEROUTE_FROM_HOME_TO_AURIGA
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: TRADECOMPANIES_LEVEL_7
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't find network achievement: COLONIZE_EACH_PLANET_TYPE
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKCan't get network statistic: BENEFICIAL_DIPLOMATIC_AGREEMENTS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventEndTurn(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) GameClientState_Turn_End+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:30:860STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002E7, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:110STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:CollectResource(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator7:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:110STACKCan't find network achievement: RESEARCH_QUADRANT_SCIENCEANDEXPLORATION
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventTechnologyUnlocked(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:110STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.01 Politics03 = 0.09 Politics04 = 0.03 Politics05 = 0.49 Politics06 = 0.38 Politics00 = 0.00 TOTAL_SCORE = 5605.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:110STACKCan't get network statistic: MAX_HERO_LEVEL
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatisticValue(System.Reflection.ParameterInfo) AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:110STACKCan't get network statistic: MAX_HERO_LEVEL
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:SetStatisticValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:110STACKStoreStats
Amplitude.Unity.Achievement.SteamAchievementManager:NetworkCommit() Amplitude.Unity.Achievement.NetworkAchievementManager:Commit() AchievementManager:OnEventHeroLevelup(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Hero:UpdateLevel() Hero:ComputePerTurnProperties() DepartmentOfEducation+c__IteratorE:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:468STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:468STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.08 Politics02 = 0.34 Politics03 = 0.21 Politics04 = 0.11 Politics05 = 0.02 Politics06 = 0.24 Politics00 = 0.00 TOTAL_SCORE = 2621.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:468STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders...
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticAbility:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:468STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticAbility...
DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffectContext:Dispose() DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticAbility:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:468STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002E8, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:629STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.05 Politics02 = 0.03 Politics03 = 0.28 Politics04 = 0.03 Politics05 = 0.01 Politics06 = 0.60 Politics00 = 0.00 TOTAL_SCORE = 1930.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:753STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.22 Politics02 = 0.09 Politics03 = 0.36 Politics04 = 0.03 Politics05 = 0.01 Politics06 = 0.28 Politics00 = 0.00 TOTAL_SCORE = 724.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:753STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002E9, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:31:836STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.12 Politics02 = 0.03 Politics03 = 0.07 Politics04 = 0.27 Politics05 = 0.00 Politics06 = 0.51 Politics00 = 0.00 TOTAL_SCORE = 288.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:175STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:175STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:175STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.26 Politics02 = 0.11 Politics03 = 0.22 Politics04 = 0.19 Politics05 = 0.08 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 2379.50
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:175STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002EA, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:274STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:274STACKInfinite loop detected!
DepartmentOfIndustry+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:274STACK[SenateV2] (PopulationPoliticsSupport) Empire#6 Politics01 = 0.03 Politics02 = 0.03 Politics03 = 0.39 Politics04 = 0.07 Politics05 = 0.01 Politics06 = 0.47 Politics00 = 0.00 TOTAL_SCORE = 762.00
Senate:RefreshEmpirePoliticsSupport() Senate+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:327STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002EB, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator13:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:519STACKGameClientState_Turn_Ended
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:519STACKDisposing GroundBattle 4235
GroundBattle:Dispose() GroundBattleRepository:ClearFinishedGroundBattles() GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:519STACKDisposing GroundBattle 5030
GroundBattle:Dispose() GroundBattleRepository:ClearFinishedGroundBattles() GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:519STACK[ChatMessage] RECV: l:/_turn/85 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:519STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002EE, [Empire1]: System #1005
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:551STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002EF, [Empire1]: System #3143
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:581STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F0, [Empire1]: System #7809
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:614STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F1, [Empire1]: System #5245
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:648STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F2, [Empire1]: System #1848
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:681STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F3, [Empire1]: System #3323
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:714STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F4, [Empire1]: System #3427
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:734STACKPreprocessor failed because the number of new population (7) is different from the number of current populations (6).
DepartmentOfTheInterior:ReorganizePopulationsOnSystemPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:757STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F5, [Empire1]: System #4178
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:785STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F6, [Empire1]: System #5882
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:815STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F7, [Empire1]: System #7933
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:848STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F8, [Empire1]: System #9585
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:32:882STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000002F9, [Empire1]: System #9557
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:063STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000002FE, [Empire1], ColonizedStarSystemGUID: 10485, StarSystemState: Colony
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__IteratorF:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:331STACKGameServerState_CheckForGameEndingConditions
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:431STACKGameServerState_Turn_Dump
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:447STACKGameClientState_Turn_ClearEntityActions
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:465STACKGameClientState_Turn_Dump
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:465STACKGameClientState_Turn_Dump_Finished
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:465STACKOrder history flushed.
GameClient:ClearOrderHistory() GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:497STACKSynchronization state is 'Synchronized'.
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:33:497STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:RefreshSynchronizationState() GameServerState_Turn_Dump+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_Dump:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:35:443STACKGameServerState_Autosave
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Autosave:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:35:443STACK[ChatMessage] RECV: l:/_turn/85 (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:set_Turn(System.Reflection.ParameterInfo) Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:SaveGame(System.Reflection.ParameterInfo) GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:AutoSaveGame(System.Reflection.ParameterInfo) GameServerState_Autosave+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Autosave:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:35:454STACKGameServerState_Transition
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Transition:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:35:454STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:35:454STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2d09917).
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:35:480STACKGameServerState_Turn_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:36:831STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000307, [Empire7], ContextGUID: 0, ResourceName: MinorFleetSpawnCooldown, Amount: 2
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:36:887STACK[Order] OrderCreateFleetFromShipDesignName::DepartmentOfDefense/OrderCreateFleetFromShipDesignName#00000308, [Empire7], GUID = 11531, ShipDesigns = MFInsectoidSmallAttackStrong x 3, MFInsectoidMediumAttackStrong x 1
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator6:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:36:919STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000309, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1311.8
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:36:981STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000030B, [Empire9]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:37:018STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000030C, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1687.5
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:37:049STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000030D, [Empire15]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:37:081STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000030E, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -2520
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:37:114STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000030F, [Empire20]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1F:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:37:147STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000310, [Empire20], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1575
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:37:197STACKGameServerState_Turn_AI_Begin
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:37:197STACK[AI0] Game state: BeginTurn.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:37:382STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:41:581STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:41:600STACKEnd of AI begin turn: Running
GameServerState_Turn_AI_Begin+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameServerState_Turn_AI_Begin:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:41:614STACKGameClientState_Turn_Begin
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:41:682STACK[AI0] Sync took 4.3002459 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:41:682STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:41:697STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5123
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:41:697STACK[AI0] TaskFailed Return to base for upgrade/ 5123
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:41:697STACK[AI0] TaskFailed Simple colonization/ 4825
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:42:425STACK[AI0] Unassign fleet 11271/2869 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:42:425STACK[AI0] Unassign fleet 11271/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:UnassignInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:42:425STACK[AI0] Unassign fleet 11396/2941 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:42:515STACK[AI0] Unassign fleet 6345/5787 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:42:581STACK[AI0] Unassign fleet 11103/2405 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:42:581STACK[AI0] Unassign fleet 11217/2408 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:ValidateInstanceAssignation() Amplitude.AI.Core.Decision.Instances.ResourceAllocator_Instance`1[TPattern]:AllocateResources() Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo) Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:43:734STACKGameClientState_Turn_Main
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:43:797STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:43:798STACK[AI0] Game state: Main.
Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.AIModule_ENFER:OnMessageReceived(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo) AI:NotifyGameStateChangeIfNecessary() AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:43:881STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:44:714STACK[Empire 2] OrderDisbandShips preprocessor failed because there is no ships to disband.
DepartmentOfDefense:DisbandShipsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:44:814STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000032A, Ticket: 000002C2, [Empire3], ShipGUIDs: 11410 , HeroGUID: 0, Position: NodeIndex:31, FleetGUID: 11540
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:44:883STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000032C, Ticket: 000002C4, [Empire4], ShipGUIDs: , HeroGUID: 0, Position: NodeIndex:-1, FleetGUID: 8183
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:44:986STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:45:117STACK[Empire 6] OrderDisbandShips preprocessor failed because there is no ships to disband.
DepartmentOfDefense:DisbandShipsPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:169STACKOrderAssignHero preprocessing failed: the assignation '6th Lancellum Convoy (10160)' is not available for assignment, failureflags=FleetNotInOrbit.
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:169STACK[AI0] TaskFailed Assign Hero/ 1876
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:169STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:633STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000339, Ticket: 000002D3, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade8, ConstructionGameEntityGUID: 11542, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:695STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000033A, Ticket: 000002D4, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:749STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000033B, Ticket: 000002D5, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:798STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000033C, Ticket: 000002D6, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:848STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000033D, Ticket: 000002D7, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:920STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#0000033E, Ticket: 000002D8, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:920STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:45:995STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000033F, Ticket: 000002D9, [Empire1], ShipGUIDs: 5824 , HeroGUID: 0, Position: NodeIndex:114, FleetGUID: 11551
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:050STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000340, Ticket: 000002DA, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:105STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000341, Ticket: 000002DB, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:132STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000342, Ticket: 000002DC, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:164STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000343, Ticket: 000002DD, [Empire1]: StarSystemGUID: 10485, SystemSupervisorDefinitionName: SystemSupervisorAIBalancedPopulation
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1D:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:236STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000345, Ticket: 000002DF, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:278STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000346, Ticket: 000002E0, [Empire1], context guid: 1005, contruction guid: 10897
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:323STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000347, Ticket: 000002E1, [Empire1], context guid: 5245, contruction guid: 11379
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:423STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#0000034A, Ticket: 000002E4, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:423STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:476STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#0000034B, Ticket: 000002E5, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:476STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:496STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:497STACK[AI0] TaskFailed Assign Hero/ 2991
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:497STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:509STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000034C, Ticket: 000002E7, [Empire3], ConstructibleElementName: TechnologyDefinitionUnique8Terrans, ConstructionGameEntityGUID: 11561, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:548STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000034D, Ticket: 000002E8, [Empire3]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:582STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000034E, Ticket: 000002E9, [Empire3]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:615STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000034F, Ticket: 000002EA, [Empire3]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:652STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000350, Ticket: 000002EB, [Empire3]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:683STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000351, Ticket: 000002EC, [Empire3]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:730STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000352, Ticket: 000002ED, [Empire4], ShipsGUID: 9962,9866,10110
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:767STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000353, Ticket: 000002EE, [Empire4]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:767STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:815STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000354, Ticket: 000002EF, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:862STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000355, Ticket: 000002F0, [Empire4], ShipsGUID: 10914
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:908STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000356, Ticket: 000002F1, [Empire4], ShipGUIDs: 5307 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11572
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:946STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000357, Ticket: 000002F2, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:46:998STACK[Order] OrderCreateTimeBubble::DepartmentOfTheInterior/OrderCreateTimeBubble#00000358, Ticket: 000002F3, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:022STACK[Empire 5] OrderCreateTimeBubble preprocessor failed: Insufficient TimeBubbleAcceleratingTime stock
DepartmentOfTheInterior:CreateTimeBubblePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:022STACK[AI0] TaskFailed Deploy Singularity to node/ 4976
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:022STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfTheInterior/OrderCreateTimeBubble
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:022STACK[Empire 5] OrderCreateTimeBubble preprocessor failed: Insufficient TimeBubbleAcceleratingTime stock
DepartmentOfTheInterior:CreateTimeBubblePreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:022STACK[AI0] TaskFailed Deploy Singularity to node/ 5525
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:022STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfTheInterior/OrderCreateTimeBubble
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:045STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000359, Ticket: 000002F6, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:081STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000035A, Ticket: 000002F7, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:114STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#0000035B, Ticket: 000002F8, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:114STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:206STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000035D, Ticket: 000002FA, [Empire5], context guid: 4877, contruction guid: 11427
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:243STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000035E, Ticket: 000002FB, [Empire5], context guid: 4877, contruction guid: 11471
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:269STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000035F, Ticket: 000002FC, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:284STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:14:47:284STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 5988
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:284STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:298STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000360, Ticket: 000002FE, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:338STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000361, Ticket: 000002FF, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:376STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#00000362, Ticket: 00000300, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorB:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:401STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000363, Ticket: 00000301, [Empire6]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:457STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000364, Ticket: 00000302, [Empire6], ShipsGUID: 5872,3925,5457,4987,6830,10926
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:489STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#00000365, Ticket: 00000303, [Empire6]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:557STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000366, Ticket: 00000304, [Empire6], ShipGUIDs: 4326 8703 3855 5750 5214 , HeroGUID: 0, Position: NodeIndex:63, FleetGUID: 11590
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:616STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#00000367, Ticket: 00000305, [Empire6]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfEducation+c__Iterator5:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:47:648STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:48:783STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:48:869STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000383, [Empire1]: System #10485
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1A:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:48:903STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000384, [Empire2], ContextGUID: 0, ResourceName: Luxury16, Amount: -25
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:48:932STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000385, [Empire2], ContextGUID: 0, ResourceName: Luxury5, Amount: -25
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheTreasury+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:015STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:032STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_AI_PrepareSync:UpdateEncounters() GameServerState_Turn_AI_PrepareSync:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:149STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:348STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:364STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000388, [Empire1], Entity index: 2579
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:399STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000389, [Empire1], Entity index: 2578
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:431STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038A, [Empire1], Entity index: 2577
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:465STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038B, [Empire1], Entity index: 2574
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:498STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038C, [Empire1], Entity index: 2573
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:586STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038E, [Empire2], Entity index: 1666
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:615STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000038F, [Empire3], Entity index: 827
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:650STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000390, [Empire3], Entity index: 826
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:682STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000391, [Empire5], Entity index: 1344
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:682STACK[AI0] Sync took 4.7002689 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:49:682STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:49:682STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5127
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:49:682STACK[AI0] TaskFailed Return to base for upgrade/ 5127
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:49:714STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000392, [Empire5], Entity index: 1342
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:747STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000393, [Empire5], Entity index: 1341
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:781STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000394, [Empire5], Entity index: 1340
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:816STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000395, [Empire6], Entity index: 785
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:848STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000396, [Empire26], Entity index: 5693
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:881STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000397, [Empire26], Entity index: 5692
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:916STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000398, [Empire26], Entity index: 5691
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:948STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000399, [Empire26], Entity index: 5690
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:49:983STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000039A, [Empire26], Entity index: 5689
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:50:016STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#0000039B, Ticket: 00000323, [Empire1]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:50:059STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#0000039C, Ticket: 00000324, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:50:105STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#0000039D, Ticket: 00000325, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:50:134STACK[AI0] Unassign fleet 11271/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:134STACK[AI0] Unassign fleet 11271/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:134STACK[AI0] Unassign fleet 11396/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:134STACK[AI0] Unassign fleet 11396/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:134STACK[AI0] Unassign fleet 6345/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:134STACK[AI0] Unassign fleet 11103/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:134STACK[AI0] Unassign fleet 11217/0 from TF
Amplitude.AI.Core.Brain.Strategic.Data.FleetData:Unassign() Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:ManageFront(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.DefenseZone.TaskForceReleasing:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:50:712STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000003A0, Ticket: 00000328, [Empire1], ShipsGUID: 5824
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:50:798STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:51:039STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000003A8, Ticket: 00000330, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:039STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:105STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:135STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:151STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:151STACK[AI0] TaskFailed Assign Hero/ 2998
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:151STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:298STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:331STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000003B1, Ticket: 0000033A, [Empire3], system guid: 5466, contruction guid: 11570, resource name : EmpireMoney, buyout cost: 1931.231
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:331STACKThe construction 11570 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:415STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000003B3, Ticket: 0000033C, [Empire3], ShipsGUID: 6496,2285,2720,2871
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:51:529STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000003B6, Ticket: 0000033F, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11597
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:167STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003C6, Ticket: 0000034C, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:222STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003C7, Ticket: 0000034D, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:280STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003C8, Ticket: 0000034E, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:335STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003C9, Ticket: 0000034F, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:401STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003CA, Ticket: 00000350, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:504STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:530STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:14:52:530STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6023
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:530STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:636STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000003CE, Ticket: 00000355, [Empire5], context guid: 1903, contruction guid: 10784
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:52:978STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000003D4, Ticket: 0000035B, [Empire6], ShipsGUID: 9744,9847,9981
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:002STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:53:089STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003D6, Ticket: 0000035D, [Empire6]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:136STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000003D7, Ticket: 0000035E, [Empire6], system guid: 6010, contruction guid: 11586, resource name : EmpireMoney, buyout cost: 1299.545
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:136STACKThe construction 11586 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:197STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#000003D8, Ticket: 0000035F, [Empire6]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:251STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000003D9, Ticket: 00000360, [Empire6], ShipsGUID: 9744,9847,9981
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:286STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:383STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003DD, [Empire3], Entity index: 831
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:527STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003E1, [Empire1], Entity index: 2592
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:600STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003E3, [Empire3], Entity index: 830
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:682STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003E5, [Empire4], Entity index: 661
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:714STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003E6, [Empire4], Entity index: 662
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:53:831STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:038STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:069STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003E7, [Empire5], Entity index: 1351
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:117STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003E8, [Empire6], Entity index: 787
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:298STACK[AI0] Sync took 1.3000743 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:54:298STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:54:298STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 4395
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:298STACK[AI0] TaskFailed Return to base for upgrade/ 4395
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:298STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2387
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:298STACK[AI0] TaskFailed Return to base for upgrade/ 2387
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:298STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2200
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:298STACK[AI0] TaskFailed Return to base for upgrade/ 2200
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:361STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000003E9, Ticket: 00000367, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:361STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:439STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000003EA, Ticket: 00000368, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:489STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#000003EB, Ticket: 00000369, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:681STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F1, [Empire5], Entity index: 1353
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:54:731STACK[AI0] Could not find Fleet#10160 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:748STACK[AI0] Could not find Fleet#10160 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:748STACK[AI0] Could not find Fleet#10160 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:800STACK[AI0] Could not find Fleet#10160 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:800STACK[AI0] Could not find Fleet#10160 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:800STACK[AI0] Could not find Fleet#10160 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:800STACK[AI0] Could not find Fleet#10160 in snapshot repository. It might have been destroyed.
Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:ComputeMovedUnitsAwayFromBorderLogs(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Strategic.Jobs.Diplomacy.RelationLogs.RelationLogs:Compute() Amplitude.AI.Core.Intelligence.IntelligenceJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:54:898STACKBegin encounter simulation ignition 16550
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:55:794STACKEnd encounter simulation ignition 16554
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:55:843STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:55:893STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F8, [Empire3], Entity index: 834
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:028STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:028STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:096STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:193STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:56:287STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce:CollectTradable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator9:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:314STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:315STACK[AI0] TaskFailed Assign Hero/ 3004
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:315STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:343STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000401, Ticket: 0000037D, [Empire3], ShipsGUID: 11410
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:385STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:385STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:560STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000406, [Empire26], Entity index: 5706
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:642STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000408, Ticket: 00000383, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:697STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000409, Ticket: 00000384, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11613
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:736STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:736STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:831STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000040D, Ticket: 00000388, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:848STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:848STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:864STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000040E, Ticket: 00000389, [Empire5], system guid: 10411, contruction guid: 11578, resource name : EmpireMoney, buyout cost: 464.1823
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:898STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000040F, Ticket: 0000038A, [Empire5], system guid: 11365, contruction guid: 11582, resource name : EmpireMoney, buyout cost: 464.1823
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:898STACKThe construction 11582 is already at the index 0.
ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:914STACK[Empire 5] OrderBuyoutConstruction preprocessor failed: Construction cannot be bought out
DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:914STACK[AI0] TaskFailed Buyout constructible Machine Embodiment/ 6032
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:914STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:934STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000410, Ticket: 0000038C, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:934STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfCommerce+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:951STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:14:56:951STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6036
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:56:951STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:014STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000412, Ticket: 0000038F, [Empire5], context guid: 4877, contruction guid: 11604
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:062STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000413, Ticket: 00000390, [Empire6], ShipGUIDs: 9408 2297 6385 4008 6125 , HeroGUID: 0, Position: NodeIndex:63, FleetGUID: 11617
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:401STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:401STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:456STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:456STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:535STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:536STACKCan't get network statistic: DUST_GAINED
Amplitude.Unity.Achievement.NetworkAchievementManager:GetStatistic(System.Reflection.ParameterInfo) Amplitude.Unity.Achievement.NetworkAchievementManager:AddToStatistic(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AchievementManager:DepartmentOfTheTreasury_ResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:OnResourcePropertyChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheTreasury:TryTransferResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterEmpireReward_Resource:ClientApplyReward(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EncounterGroup:ClientApplyRewards(System.Reflection.ParameterInfo) GameClient+c__Iterator38:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:611STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:57:661STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000421, [Empire1], Entity index: 2600
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:58:398STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:58:420STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:58:556STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:58:864STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:59:200STACK[AI0] Sync took 0.8000458 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:59:200STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:14:59:200STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 2553
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:59:200STACK[AI0] TaskFailed Return to base for upgrade/ 2553
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:59:200STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5138
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:59:200STACK[AI0] TaskFailed Return to base for upgrade/ 5138
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:59:200STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 11536 336
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:59:200STACK[AI0] TaskFailed Gameplay Fleet Mission 11536/ 336
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:14:59:243STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000423, Ticket: 0000039E, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:14:59:283STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000424, Ticket: 0000039F, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:094STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000427, Ticket: 000003A2, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:094STACKCannot add a simulation object twice to the same parent, ignoring...
Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo) Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo) Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo) Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:110STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:110STACK[AI0] TaskFailed Assign Hero/ 3005
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:111STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:151STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000428, Ticket: 000003A4, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:206STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000429, Ticket: 000003A5, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11618
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:207STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:00:263STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000042A, Ticket: 000003A6, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:296STACK[Order] OrderQueueConstruction::DepartmentOfIndustry/OrderQueueConstruction#0000042B, Ticket: 000003A7, [Empire5]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:314STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:00:315STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6041
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:315STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:00:337STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#0000042C, Ticket: 000003A9, [Empire5], context guid: 3644, contruction guid: 11600
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfIndustry+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:02:397STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:02:413STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:02:513STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:02:679STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:02:998STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:02:998STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:02:998STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5142
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:02:998STACK[AI0] TaskFailed Return to base for upgrade/ 5142
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:03:031STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000430, Ticket: 000003AD, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:03:070STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000431, Ticket: 000003AE, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:03:584STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000432, [Empire0], ShipsGUID: 10165,10163,10034
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:03:813STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:03:813STACK[AI0] TaskFailed Assign Hero/ 3006
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:03:813STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:03:941STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000433, Ticket: 000003B0, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:03:997STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000434, Ticket: 000003B1, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11623
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:03:997STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:04:018STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:04:018STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6047
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:04:018STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:05:829STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000438, [Empire6], Entity index: 791
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:06:197STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:06:214STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:06:313STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:06:582STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:06:897STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:06:897STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:06:897STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5146
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:06:897STACK[AI0] TaskFailed Return to base for upgrade/ 5146
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:06:938STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000439, Ticket: 000003B6, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator23:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:07:714STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:07:714STACK[AI0] TaskFailed Assign Hero/ 3007
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:07:714STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:07:841STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000043A, Ticket: 000003B8, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:07:893STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000043B, Ticket: 000003B9, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11624
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:07:894STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:07:917STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:07:917STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6049
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:07:917STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:10:097STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:10:115STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:10:214STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:10:363STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:10:697STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:10:697STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:10:697STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5150
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:10:697STACK[AI0] TaskFailed Return to base for upgrade/ 5150
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:10:730STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#0000043F, Ticket: 000003BE, [Empire2]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator1C:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:11:530STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:11:530STACK[AI0] TaskFailed Assign Hero/ 3008
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:11:530STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:11:644STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000440, Ticket: 000003C0, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:11:697STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000441, Ticket: 000003C1, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11625
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:11:697STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:11:720STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:11:720STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6050
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:11:720STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:13:898STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:13:913STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:14:013STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:14:182STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:14:497STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:14:497STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:14:497STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5153
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:14:497STACK[AI0] TaskFailed Return to base for upgrade/ 5153
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:15:314STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:314STACK[AI0] TaskFailed Assign Hero/ 3009
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:314STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:440STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000442, Ticket: 000003C4, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:492STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000443, Ticket: 000003C5, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11626
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:492STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:15:515STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:15:515STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6051
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:515STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:546STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000444, [Empire0]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTransportation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:15:614STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:15:614STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:15:794STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:15:829STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:16:011STACKCan't find network achievement: DISCOVER_ACADEMY_WITH_HERO
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventStarSystemNodeDiscovered(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) StarSystemNode:NotifyDiscovery(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:Exploration_OnStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityExploration:SetState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:OnFleetDocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) StarSystemNode:DockEntity(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fleet:SetPosition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Fleet:OnMoveToEnd(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) MoveToFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() MoveToFleetAction:ClientUpdate() EntityAction:ClientExecute() DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:16:180STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:16:430STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:16:454STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000044D, [Empire0], Entity index: 1472
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:16:494STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000044E, [Empire0], Entity index: 1471
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:16:535STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000044F, [Empire0], Entity index: 1470
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:16:574STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000450, [Empire0], Entity index: 1460
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:16:697STACK[AI0] Sync took 0.9000515 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:16:697STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:16:697STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5157
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:16:698STACK[AI0] TaskFailed Return to base for upgrade/ 5157
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:17:513STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:17:513STACK[AI0] TaskFailed Assign Hero/ 3010
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:17:513STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:17:643STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000451, Ticket: 000003D0, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:17:695STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000452, Ticket: 000003D1, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11627
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:17:695STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:17:717STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:17:717STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6052
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:17:717STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:19:356STACKExpandQuadToRenderBuffer
AgeSM4RenderTechnique:ProcessCommandBuffer_Inline(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:DoRender(System.Reflection.ParameterInfo) AgeSM4RenderTechnique:Render(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithTechnique(System.Reflection.ParameterInfo) AgeRenderManager:RenderWithHook(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeRenderManager:OnCameraPostRender(System.Reflection.ParameterInfo) UnityEngine.Camera:FireOnPostRender(System.Reflection.ParameterInfo)
13:15:19:895STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:19:912STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:20:011STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:20:177STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:20:495STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:20:495STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:20:495STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5160
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:20:495STACK[AI0] TaskFailed Return to base for upgrade/ 5160
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:21:311STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:21:311STACK[AI0] TaskFailed Assign Hero/ 3011
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:21:311STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:21:438STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000453, Ticket: 000003D4, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:21:490STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000454, Ticket: 000003D5, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11628
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:21:511STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:21:511STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6053
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:21:511STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:21:511STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:21:594STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:21:594STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:21:794STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:21:810STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:21:911STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:22:093STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:22:394STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:22:394STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:22:394STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5164
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:22:394STACK[AI0] TaskFailed Return to base for upgrade/ 5164
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:23:226STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:23:226STACK[AI0] TaskFailed Assign Hero/ 3012
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:23:226STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:23:334STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000455, Ticket: 000003D8, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:23:382STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000456, Ticket: 000003D9, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11629
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:23:401STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:23:401STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6054
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:23:401STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:23:401STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:25:611STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:25:628STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:25:727STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:25:998STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:26:311STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:26:311STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:26:311STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5167
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:26:311STACK[AI0] TaskFailed Return to base for upgrade/ 5167
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:27:128STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:27:128STACK[AI0] TaskFailed Assign Hero/ 3013
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:27:128STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:27:255STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000457, Ticket: 000003DC, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:27:302STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000458, Ticket: 000003DD, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11630
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:27:302STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:27:321STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:27:321STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6055
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:27:321STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:29:511STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:29:527STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:29:628STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:29:894STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:30:211STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:30:211STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:30:211STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5171
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:30:211STACK[AI0] TaskFailed Return to base for upgrade/ 5171
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:31:027STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:027STACK[AI0] TaskFailed Assign Hero/ 3014
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:027STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:153STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000459, Ticket: 000003E0, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:203STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000045A, Ticket: 000003E1, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11631
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:203STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:31:224STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:31:224STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6056
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:224STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:310STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:31:311STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:31:511STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:31:527STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:628STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:31:894STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:32:211STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:32:211STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:32:211STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5175
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:32:211STACK[AI0] TaskFailed Return to base for upgrade/ 5175
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:33:043STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:33:044STACK[AI0] TaskFailed Assign Hero/ 3015
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:33:044STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:33:153STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000045B, Ticket: 000003E4, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:33:202STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000045C, Ticket: 000003E5, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11632
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:33:202STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:33:232STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:33:232STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6057
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:33:232STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:35:410STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:35:428STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:35:527STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:35:777STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:36:110STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:36:110STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:36:110STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5179
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:36:110STACK[AI0] TaskFailed Return to base for upgrade/ 5179
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:36:928STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:36:928STACK[AI0] TaskFailed Assign Hero/ 3016
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:36:928STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:37:052STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000045D, Ticket: 000003E8, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:37:103STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000045E, Ticket: 000003E9, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11633
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:37:103STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:37:122STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:37:123STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6058
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:37:123STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:37:210STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:37:210STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:37:410STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:37:427STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:37:526STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:37:894STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:38:210STACK[AI0] Sync took 0.8000458 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:38:210STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:38:210STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5182
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:38:210STACK[AI0] TaskFailed Return to base for upgrade/ 5182
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:39:027STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:027STACK[AI0] TaskFailed Assign Hero/ 3017
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:027STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:152STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000045F, Ticket: 000003EC, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:201STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000460, Ticket: 000003ED, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11634
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:201STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:39:222STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:39:222STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6059
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:222STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:310STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:39:310STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:39:510STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:39:527STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:626STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:39:793STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:40:110STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:40:111STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:40:111STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5186
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:40:111STACK[AI0] TaskFailed Return to base for upgrade/ 5186
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:40:927STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:40:927STACK[AI0] TaskFailed Assign Hero/ 3018
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:40:927STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:41:053STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000461, Ticket: 000003F0, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:41:102STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000462, Ticket: 000003F1, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11635
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:41:122STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:41:122STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6060
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:41:122STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:41:122STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:41:211STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:41:211STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:41:411STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:41:427STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:41:528STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:41:711STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:42:010STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:42:010STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:42:010STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5189
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:42:011STACK[AI0] TaskFailed Return to base for upgrade/ 5189
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:42:827STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:42:828STACK[AI0] TaskFailed Assign Hero/ 3019
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:42:828STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:42:911STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:42:956STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000463, Ticket: 000003F4, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:43:005STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000464, Ticket: 000003F5, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11636
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:43:026STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:43:026STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6061
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:43:026STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:45:114STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:45:127STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:45:227STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:45:594STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:45:911STACK[AI0] Sync took 0.8000457 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:45:911STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:45:911STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5193
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:45:911STACK[AI0] TaskFailed Return to base for upgrade/ 5193
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:46:727STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:727STACK[AI0] TaskFailed Assign Hero/ 3020
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:727STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:853STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000465, Ticket: 000003F8, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:901STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000466, Ticket: 000003F9, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11637
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:921STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:46:921STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6062
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:921STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:46:921STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:49:111STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:49:127STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:49:227STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:49:393STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:49:710STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:49:711STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:49:711STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5196
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:49:711STACK[AI0] TaskFailed Return to base for upgrade/ 5196
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:50:527STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:50:527STACK[AI0] TaskFailed Assign Hero/ 3021
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:50:527STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:50:652STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000467, Ticket: 000003FC, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:50:703STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000468, Ticket: 000003FD, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11638
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:50:704STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:50:724STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:50:724STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6063
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:50:724STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:50:810STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:50:810STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:51:010STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:51:026STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:51:127STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:51:578STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:51:911STACK[AI0] Sync took 0.9000514 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:51:911STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:51:911STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5200
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:51:911STACK[AI0] TaskFailed Return to base for upgrade/ 5200
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:52:726STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:52:726STACK[AI0] TaskFailed Assign Hero/ 3022
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:52:726STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:52:854STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000469, Ticket: 00000400, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:52:905STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000046A, Ticket: 00000401, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11639
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:52:905STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:52:926STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:52:926STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6064
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:52:926STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:53:014STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:53:014STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:53:211STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:53:227STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:53:326STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:53:493STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:53:810STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:53:810STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:53:810STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5204
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:53:810STACK[AI0] TaskFailed Return to base for upgrade/ 5204
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:54:126STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiSimulationProperty:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:Init() FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:54:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialFood'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:54:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialIndustry'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:54:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialDust'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:54:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialScience'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:54:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialPrestige'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:54:126STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:54:626STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:54:626STACK[AI0] TaskFailed Assign Hero/ 3023
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:54:626STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:54:751STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000046B, Ticket: 00000404, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:54:799STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000046C, Ticket: 00000405, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11640
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:54:819STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:54:820STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6065
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:54:820STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:54:820STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:54:909STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:54:909STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:55:110STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:55:126STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:55:227STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:55:376STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:55:710STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:55:710STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:55:710STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5208
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:55:710STACK[AI0] TaskFailed Return to base for upgrade/ 5208
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:56:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialFood'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:56:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialIndustry'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:56:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialDust'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:56:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialScience'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:56:126STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialPrestige'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:56:126STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:15:56:526STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:56:526STACK[AI0] TaskFailed Assign Hero/ 3024
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:56:527STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:56:652STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000046D, Ticket: 00000408, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:56:698STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000046E, Ticket: 00000409, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11641
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:56:718STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:56:718STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6066
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:56:718STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:56:718STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:56:810STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:56:810STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:57:009STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:57:027STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:57:126STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:57:493STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:57:813STACK[AI0] Sync took 0.8000457 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:57:813STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:57:813STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5211
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:57:813STACK[AI0] TaskFailed Return to base for upgrade/ 5211
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:15:58:645STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:58:645STACK[AI0] TaskFailed Assign Hero/ 3025
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:58:645STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:58:755STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000046F, Ticket: 0000040C, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:58:803STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000470, Ticket: 0000040D, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11642
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:58:803STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:15:58:832STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:15:58:832STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6067
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:58:832STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:15:59:494STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialFood'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:59:494STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialIndustry'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:59:494STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialDust'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:59:494STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialScience'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:59:494STACKCould not retrieve GuiResourcePropertySet for 'PlanetInitialPrestige'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:15:59:494STACKCould not retrieve GuiResourcePropertySet for 'Happiness'
GuiSimulationProperty:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FidsiEnumerator:LoadTerraformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureTerraformationEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:16:01:011STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:01:028STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:01:127STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:01:395STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:01:710STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:01:710STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:01:710STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5215
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:01:710STACK[AI0] TaskFailed Return to base for upgrade/ 5215
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:02:528STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:02:528STACK[AI0] TaskFailed Assign Hero/ 3026
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:02:528STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:02:653STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000471, Ticket: 00000410, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:02:701STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000472, Ticket: 00000411, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11643
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:02:723STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:02:723STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6068
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:02:723STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:02:723STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:02:811STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:02:811STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:03:011STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:03:030STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:03:127STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:03:377STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:03:710STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:03:710STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:03:710STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5218
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:03:710STACK[AI0] TaskFailed Return to base for upgrade/ 5218
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:04:528STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:04:528STACK[AI0] TaskFailed Assign Hero/ 3027
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:04:528STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:04:655STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000473, Ticket: 00000414, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:04:705STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000474, Ticket: 00000415, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11644
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:04:705STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:04:725STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:04:725STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6069
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:04:725STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:04:810STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:04:810STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:05:010STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:05:027STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:05:127STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:05:294STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:05:614STACK[AI0] Sync took 0.6010343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:05:614STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:05:614STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5222
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:05:614STACK[AI0] TaskFailed Return to base for upgrade/ 5222
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:06:426STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:06:427STACK[AI0] TaskFailed Assign Hero/ 3028
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:06:427STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:06:510STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:06:553STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000475, Ticket: 00000418, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:06:602STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000476, Ticket: 00000419, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11645
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:06:621STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:06:621STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6070
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:06:621STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:08:377STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000477, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment12, ConstructionGameEntityGUID: 11646, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:08:710STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:08:727STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:08:827STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:09:080STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:09:093STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000478, [Empire0], ConstructionGameEntityGUID: 11646
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:09:414STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:09:414STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:09:414STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5225
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:09:414STACK[AI0] TaskFailed Return to base for upgrade/ 5225
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:09:793STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000479, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment11, ConstructionGameEntityGUID: 11647, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:093STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:16:10:127STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#0000047A, [Empire0], ConstructionGameEntityGUID: 11647
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:226STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:227STACK[AI0] TaskFailed Assign Hero/ 3029
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:227STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:352STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000047B, Ticket: 0000041C, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:399STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000047C, Ticket: 0000041D, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11648
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:419STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:10:419STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6071
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:419STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:10:419STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:11:660STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000047D, [Empire0], ConstructibleElementName: TechnologyDefinitionUnique6Vampirilis, ConstructionGameEntityGUID: 11649, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:12:160STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#0000047E, [Empire0], ConstructionGameEntityGUID: 11649
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:12:592STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000047F, [Empire0], ConstructibleElementName: TechnologyDefinitionUnique7Vampirilis, ConstructionGameEntityGUID: 11650, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:12:609STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:12:626STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:12:725STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:12:892STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:13:060STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000480, [Empire0], ConstructionGameEntityGUID: 11650
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:13:209STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:13:209STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:13:209STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5229
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:13:209STACK[AI0] TaskFailed Return to base for upgrade/ 5229
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:14:028STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:028STACK[AI0] TaskFailed Assign Hero/ 3030
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:028STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:156STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000481, Ticket: 00000420, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:209STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000482, Ticket: 00000421, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11651
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:209STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:14:231STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:14:231STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6072
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:231STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:310STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:14:310STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:14:510STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:14:527STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:627STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:14:812STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:15:111STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:15:111STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:15:111STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5233
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:15:111STACK[AI0] TaskFailed Return to base for upgrade/ 5233
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:15:926STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000483, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary28, ConstructionGameEntityGUID: 11652, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:15:944STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:15:944STACK[AI0] TaskFailed Assign Hero/ 3031
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:15:944STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:16:054STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000484, Ticket: 00000424, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:16:109STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000485, Ticket: 00000425, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11653
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:16:129STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:16:129STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6073
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:16:129STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:16:129STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:16:478STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000486, [Empire0], ConstructionGameEntityGUID: 11652
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:18:098STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_EconomyAndTrade_Stage2_A
GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiQuest:IQuestObjectiveProvider.SetupCurrentObjective(System.Reflection.ParameterInfo) PanelFeatureQuestObjective:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:16:18:313STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:18:327STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:18:426STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:19:543STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:19:559STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000487, [Empire0], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade15, ConstructionGameEntityGUID: 10018, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:19:809STACK[AI0] Sync took 1.4870851 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:19:809STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:19:809STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5237
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:19:809STACK[AI0] TaskFailed Return to base for upgrade/ 5237
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:20:343STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000488, [Empire0], ConstructionGameEntityGUID: 10018
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:20:626STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:20:627STACK[AI0] TaskFailed Assign Hero/ 3032
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:20:627STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:20:710STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:20:753STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000489, Ticket: 00000428, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:20:804STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000048A, Ticket: 00000429, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11654
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:20:828STACKThe property TradingRouteIncomeModifier doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:16:20:828STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:20:828STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6074
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:20:828STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:22:911STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:22:927STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:23:030STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:23:210STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:23:512STACK[AI0] Sync took 0.6030345 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:23:512STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:23:512STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5240
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:23:512STACK[AI0] TaskFailed Return to base for upgrade/ 5240
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:24:327STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:24:327STACK[AI0] TaskFailed Assign Hero/ 3033
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:24:327STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:24:454STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000048B, Ticket: 0000042C, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:24:508STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000048C, Ticket: 0000042D, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11655
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:24:509STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:24:529STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:24:529STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6075
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:24:530STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:25:210STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000048D, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary18, ConstructionGameEntityGUID: 11656, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:26:709STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:26:727STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:26:826STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:27:094STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:27:410STACK[AI0] Sync took 0.7010401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:27:410STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:27:410STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5244
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:27:410STACK[AI0] TaskFailed Return to base for upgrade/ 5244
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:28:243STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:28:243STACK[AI0] TaskFailed Assign Hero/ 3034
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:28:243STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:28:353STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000048E, Ticket: 00000430, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:28:401STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000048F, Ticket: 00000431, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11657
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:28:421STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:28:421STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6076
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:28:421STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:28:421STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:30:609STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:30:625STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:30:729STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:30:992STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:31:309STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:31:310STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:31:326STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5247
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:31:326STACK[AI0] TaskFailed Return to base for upgrade/ 5247
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:32:144STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:32:144STACK[AI0] TaskFailed Assign Hero/ 3035
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:32:144STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:32:267STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000490, Ticket: 00000434, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:32:317STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000491, Ticket: 00000435, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11658
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:32:318STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:32:337STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:32:337STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6077
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:32:337STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:32:425STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:32:425STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:32:625STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:32:643STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:32:742STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:33:009STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:33:326STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:33:326STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:33:326STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5251
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:33:326STACK[AI0] TaskFailed Return to base for upgrade/ 5251
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:34:143STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:143STACK[AI0] TaskFailed Assign Hero/ 3036
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:143STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:273STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000492, Ticket: 00000438, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:323STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000493, Ticket: 00000439, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11659
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:323STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:34:348STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:34:348STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6078
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:348STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:427STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:34:427STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:34:628STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:34:644STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:745STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:34:910STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:35:227STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:35:228STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:35:228STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5254
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:35:228STACK[AI0] TaskFailed Return to base for upgrade/ 5254
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:36:044STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:36:044STACK[AI0] TaskFailed Assign Hero/ 3037
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:36:044STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:36:173STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000494, Ticket: 0000043C, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:36:223STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000495, Ticket: 0000043D, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11660
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:36:223STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:36:242STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:36:242STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6079
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:36:242STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:38:427STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:38:444STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:38:544STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:38:810STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:39:127STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:39:127STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:39:127STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5258
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:39:127STACK[AI0] TaskFailed Return to base for upgrade/ 5258
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:39:943STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:39:943STACK[AI0] TaskFailed Assign Hero/ 3038
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:39:943STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:40:070STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000496, Ticket: 00000440, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:40:121STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000497, Ticket: 00000441, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11661
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:40:121STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:40:141STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:40:141STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6080
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:40:141STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:42:326STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:42:343STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:42:443STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:42:693STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:43:027STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:43:027STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:43:027STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5262
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:43:027STACK[AI0] TaskFailed Return to base for upgrade/ 5262
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:43:843STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:43:843STACK[AI0] TaskFailed Assign Hero/ 3039
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:43:843STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:43:968STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000498, Ticket: 00000444, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:44:020STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000499, Ticket: 00000445, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11662
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:44:020STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:44:040STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:44:040STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6081
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:44:040STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:46:226STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:46:243STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:46:342STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:46:509STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:46:826STACK[AI0] Sync took 0.6010343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:46:827STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:46:827STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5266
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:46:827STACK[AI0] TaskFailed Return to base for upgrade/ 5266
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:47:642STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:47:642STACK[AI0] TaskFailed Assign Hero/ 3040
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:47:643STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:47:771STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000049A, Ticket: 00000448, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:47:821STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000049B, Ticket: 00000449, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11663
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:47:821STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:47:841STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:47:841STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6082
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:47:841STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:47:925STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:47:925STACK[AI0] [MainState] Send the AI Signal ReturnToRunning
Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:48:126STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:48:142STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:48:243STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:48:495STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:48:827STACK[AI0] Sync took 0.7010401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:48:827STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:48:827STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5269
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:48:827STACK[AI0] TaskFailed Return to base for upgrade/ 5269
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:49:642STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:49:643STACK[AI0] TaskFailed Assign Hero/ 3041
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:49:643STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:49:770STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000049C, Ticket: 0000044C, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:49:823STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000049D, Ticket: 0000044D, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11664
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:49:823STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:49:843STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:49:843STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6083
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:49:843STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:49:993STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_Military_Stage4_A
GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiQuest:IQuestObjectiveProvider.SetupCurrentObjective(System.Reflection.ParameterInfo) PanelFeatureQuestObjective:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:16:51:995STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_Military_Stage4_A
GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiQuest:IQuestObjectiveProvider.SetupCurrentObjective(System.Reflection.ParameterInfo) PanelFeatureQuestObjective:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow+c__Iterator1:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:16:52:027STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:52:044STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:52:143STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:52:393STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:52:727STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:52:727STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:52:727STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5273
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:52:727STACK[AI0] TaskFailed Return to base for upgrade/ 5273
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:53:543STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:53:543STACK[AI0] TaskFailed Assign Hero/ 3042
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:53:543STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:53:670STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000049E, Ticket: 00000450, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:53:722STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000049F, Ticket: 00000451, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11665
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:53:722STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:53:742STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:53:742STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6084
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:53:743STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:55:926STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:55:944STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:56:043STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:56:293STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:56:310STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004A0, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary20, ConstructionGameEntityGUID: 11666, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:56:627STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:56:627STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:56:627STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5276
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:56:627STACK[AI0] TaskFailed Return to base for upgrade/ 5276
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:16:56:909STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#000004A1, [Empire0], ConstructionGameEntityGUID: 11666
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:57:543STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:57:543STACK[AI0] TaskFailed Assign Hero/ 3043
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:57:543STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:57:569STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004A2, Ticket: 00000454, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:57:618STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004A3, Ticket: 00000455, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11667
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:57:619STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:57:649STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:16:57:649STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6085
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:57:649STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:57:809STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004A4, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary16, ConstructionGameEntityGUID: 11668, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:58:126STACKThe property PlayDeckUnlockedSlotsCount doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:16:58:227STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#000004A5, [Empire0], ConstructionGameEntityGUID: 11668
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:58:543STACKThe property PlayDeckUnlockedSlotsCount doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GuiTooltipWindow:DoBind() GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip() Amplitude.Unity.Gui.GuiTooltipController:Update()
13:16:59:827STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:16:59:843STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:16:59:943STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:00:110STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:00:426STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:00:426STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:00:426STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5280
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:00:426STACK[AI0] TaskFailed Return to base for upgrade/ 5280
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:01:243STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:01:243STACK[AI0] TaskFailed Assign Hero/ 3044
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:01:243STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:01:369STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004A6, Ticket: 00000458, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:01:419STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004A7, Ticket: 00000459, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11669
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:01:419STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:01:440STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:01:440STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6086
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:01:440STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:03:626STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:03:642STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:03:743STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:03:909STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:04:092STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004A8, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary17, ConstructionGameEntityGUID: 11670, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:04:226STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:04:226STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:04:226STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5283
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:04:226STACK[AI0] TaskFailed Return to base for upgrade/ 5283
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:05:059STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:05:059STACK[AI0] TaskFailed Assign Hero/ 3045
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:05:059STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:05:170STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004A9, Ticket: 0000045C, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:05:223STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004AA, Ticket: 0000045D, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11671
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:05:224STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:05:259STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:05:259STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6087
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:05:259STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:07:426STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:07:442STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:07:543STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:07:692STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:08:026STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:08:026STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:08:026STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5287
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:08:026STACK[AI0] TaskFailed Return to base for upgrade/ 5287
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:08:860STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:08:860STACK[AI0] TaskFailed Assign Hero/ 3046
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:08:860STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:08:969STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004AB, Ticket: 00000460, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:09:020STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004AC, Ticket: 00000461, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11672
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:09:020STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:09:051STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:09:051STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6088
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:09:051STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:11:226STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:11:243STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:11:343STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:11:510STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:11:826STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:11:826STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:11:826STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5291
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:11:826STACK[AI0] TaskFailed Return to base for upgrade/ 5291
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:12:659STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:12:659STACK[AI0] TaskFailed Assign Hero/ 3047
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:12:659STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:12:770STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004AD, Ticket: 00000464, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:12:819STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004AE, Ticket: 00000465, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11673
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:12:819STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:12:841STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:12:841STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6089
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:12:841STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:15:026STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:15:043STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:15:143STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:15:692STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:16:026STACK[AI0] Sync took 1.0000572 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:16:026STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:16:026STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5295
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:16:026STACK[AI0] TaskFailed Return to base for upgrade/ 5295
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:16:859STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:16:859STACK[AI0] TaskFailed Assign Hero/ 3048
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:16:859STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:16:968STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004AF, Ticket: 00000468, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:17:017STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004B0, Ticket: 00000469, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11674
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:17:037STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:17:046STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:17:047STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6090
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:17:047STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:19:192STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004B1, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary20, ConstructionGameEntityGUID: 11666, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:19:226STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:19:242STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:19:347STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:19:510STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:19:826STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:19:826STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:19:826STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5298
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:19:826STACK[AI0] TaskFailed Return to base for upgrade/ 5298
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:20:659STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:20:659STACK[AI0] TaskFailed Assign Hero/ 3049
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:20:659STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:20:769STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004B2, Ticket: 0000046C, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:20:818STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004B3, Ticket: 0000046D, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11675
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:20:838STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:20:838STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6091
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:20:838STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:20:838STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:23:026STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:23:042STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:23:143STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:23:308STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:23:625STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:23:625STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:23:625STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5302
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:23:625STACK[AI0] TaskFailed Return to base for upgrade/ 5302
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:24:458STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:24:458STACK[AI0] TaskFailed Assign Hero/ 3050
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:24:458STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:24:569STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004B4, Ticket: 00000470, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:24:620STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004B5, Ticket: 00000471, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11676
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:24:620STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:24:640STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:24:640STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6092
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:24:640STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:26:826STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004B6, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary28, ConstructionGameEntityGUID: 11652, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:26:827STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:26:844STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:26:946STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:27:293STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:27:626STACK[AI0] Sync took 0.8000458 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:27:626STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:27:626STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5305
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:27:626STACK[AI0] TaskFailed Return to base for upgrade/ 5305
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:28:460STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:28:460STACK[AI0] TaskFailed Assign Hero/ 3051
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:28:460STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:28:569STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004B7, Ticket: 00000474, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:28:619STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004B8, Ticket: 00000475, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11677
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:28:639STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:28:639STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6093
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:28:639STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:28:639STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:30:826STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:30:842STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:30:942STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:31:108STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:31:426STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:31:426STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:31:426STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5309
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:31:426STACK[AI0] TaskFailed Return to base for upgrade/ 5309
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:32:259STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:32:259STACK[AI0] TaskFailed Assign Hero/ 3052
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:32:259STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:32:368STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004B9, Ticket: 00000478, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:32:417STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004BA, Ticket: 00000479, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11678
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:32:437STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:32:447STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:32:447STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6094
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:32:447STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:33:342STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004BB, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary15, ConstructionGameEntityGUID: 11679, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:34:292STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004BC, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary14, ConstructionGameEntityGUID: 11680, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:34:626STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:34:642STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:34:742STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:35:192STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:35:525STACK[AI0] Sync took 0.9010515 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:35:525STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:35:525STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5312
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:35:525STACK[AI0] TaskFailed Return to base for upgrade/ 5312
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:36:358STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:36:358STACK[AI0] TaskFailed Assign Hero/ 3053
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:36:358STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:36:472STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004BD, Ticket: 0000047C, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:36:523STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004BE, Ticket: 0000047D, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11681
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:36:524STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:36:546STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:36:547STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6095
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:36:547STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:36:557STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004BF, [Empire0], ConstructibleElementName: TechnologyDefinitionUnique7Vampirilis, ConstructionGameEntityGUID: 11650, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:37:691STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#000004C0, [Empire0], ConstructionGameEntityGUID: 11650
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:38:725STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:38:742STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:38:841STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:39:209STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:39:524STACK[AI0] Sync took 0.8000457 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:39:524STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:39:524STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5316
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:39:524STACK[AI0] TaskFailed Return to base for upgrade/ 5316
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:40:357STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:40:358STACK[AI0] TaskFailed Assign Hero/ 3054
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:40:358STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:40:470STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004C1, Ticket: 00000480, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:40:519STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004C2, Ticket: 00000481, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11682
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:40:540STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:40:550STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:40:550STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6096
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:40:551STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:41:091STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004C3, [Empire0], ConstructibleElementName: TechnologyDefinitionUnique6Vampirilis, ConstructionGameEntityGUID: 11649, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:42:741STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:42:758STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:42:858STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:43:024STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:43:341STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:43:341STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:43:341STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5320
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:43:341STACK[AI0] TaskFailed Return to base for upgrade/ 5320
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:44:159STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:44:159STACK[AI0] TaskFailed Assign Hero/ 3055
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:44:159STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:44:284STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004C4, Ticket: 00000484, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:44:333STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004C5, Ticket: 00000485, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11683
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:44:333STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:44:352STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:44:352STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6097
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:44:352STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:45:675STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004C6, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment11, ConstructionGameEntityGUID: 11647, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:46:542STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:46:558STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:46:660STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:46:942STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:47:244STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:47:244STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:47:244STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5324
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:47:244STACK[AI0] TaskFailed Return to base for upgrade/ 5324
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:47:425STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004C7, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment12, ConstructionGameEntityGUID: 11646, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:48:077STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:48:077STACK[AI0] TaskFailed Assign Hero/ 3056
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:48:077STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:48:190STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004C8, Ticket: 00000488, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:48:238STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004C9, Ticket: 00000489, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11684
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:48:238STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:48:268STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:48:268STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6098
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:48:268STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:48:841STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004CA, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 11685, ResourceStocks: ConstructionResourceStock[]
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfScience+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:50:444STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:50:460STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:50:560STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:50:827STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:51:144STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:51:144STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:51:144STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5327
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:51:144STACK[AI0] TaskFailed Return to base for upgrade/ 5327
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:51:962STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:51:962STACK[AI0] TaskFailed Assign Hero/ 3057
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:51:962STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:52:092STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004CB, Ticket: 0000048C, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:52:150STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004CC, Ticket: 0000048D, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11686
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:52:150STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:52:174STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:52:174STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6099
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:52:174STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:54:344STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:54:361STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:54:461STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:54:727STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:54:867STACKCancelling actions on Jyem (64) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 0
DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo) DepartmentOfLabour+c__Iterator1:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:55:044STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:55:044STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:55:044STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5331
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:55:044STACK[AI0] TaskFailed Return to base for upgrade/ 5331
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:55:861STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:55:861STACK[AI0] TaskFailed Assign Hero/ 3058
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:55:861STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:55:988STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004CF, Ticket: 00000490, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:56:041STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004D0, Ticket: 00000491, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11687
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:56:041STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:56:063STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:17:56:063STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6100
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:56:063STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:56:660STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:56:744STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:56:761STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:58:244STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:58:261STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:58:361STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:58:611STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:58:945STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:58:945STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:58:945STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5334
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:58:945STACK[AI0] TaskFailed Return to base for upgrade/ 5334
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:17:59:827STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000004D7, Ticket: 00000496, [Empire1]: Hostile Toward Empire#0
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:59:861STACK[Order] OrderMoodMessage::DepartmentOfForeignAffairs/OrderMoodMessage#000004D8, Ticket: 00000497, [Empire1]: EscalationYouHurtMe To Empire#0
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator2:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:59:895STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:59:895STACK[AI0] TaskFailed Assign Hero/ 3059
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:59:895STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:59:924STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004D9, Ticket: 00000499, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:17:59:945STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:17:59:978STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004DA, Ticket: 0000049A, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11689
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:00:014STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:00:014STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6101
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:00:014STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:02:145STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:02:162STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:02:262STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:02:412STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:02:745STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:02:745STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:02:745STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5338
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:02:746STACK[AI0] TaskFailed Return to base for upgrade/ 5338
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:03:598STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:03:598STACK[AI0] TaskFailed Assign Hero/ 3060
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:03:598STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:03:628STACKBegin encounter simulation ignition 27615
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:03:693STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004DE, Ticket: 0000049F, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:577STACKEnd encounter simulation ignition 27619
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:577STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:04:612STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004DF, Ticket: 000004A0, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11690
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:636STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:636STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:04:636STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6102
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:636STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:745STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:745STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:795STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:995STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:04:995STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:111STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:111STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:195STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:195STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:346STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:346STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:415STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:462STACKCan't find network achievement: ATTACK_ALLY_WITH_PRIVATEERS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventFleetHasAttackedAnEnemy(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) AttackFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() AttackFleetAction:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+c__Iterator1E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:05:484STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9467'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:05:506STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9467'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:06:778STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:06:813STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:06:928STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:07:195STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:07:217STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000004F1, [Empire1], Entity index: 2604
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator3:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:07:478STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:07:478STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:07:478STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5341
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:07:478STACK[AI0] TaskFailed Return to base for upgrade/ 5341
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:08:295STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:08:295STACK[AI0] TaskFailed Assign Hero/ 3061
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:08:295STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:08:424STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004F2, Ticket: 000004B1, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:08:478STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004F3, Ticket: 000004B2, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11691
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:08:478STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:08:502STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:08:502STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6103
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:08:502STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:10:677STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:10:694STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:10:794STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:10:963STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:11:277STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:11:277STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:11:277STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5345
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:11:277STACK[AI0] TaskFailed Return to base for upgrade/ 5345
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:11:516STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#9467'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:12:094STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:12:094STACK[AI0] TaskFailed Assign Hero/ 3062
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:12:094STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:12:224STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004F4, Ticket: 000004B5, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:12:278STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004F5, Ticket: 000004B6, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11692
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:12:278STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:12:300STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:12:300STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6104
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:12:300STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:14:476STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:14:493STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:14:593STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:14:844STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:15:177STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:15:177STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:15:177STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5349
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:15:177STACK[AI0] TaskFailed Return to base for upgrade/ 5349
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:15:994STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:15:994STACK[AI0] TaskFailed Assign Hero/ 3063
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:15:994STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:16:124STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004F6, Ticket: 000004B9, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:16:179STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004F7, Ticket: 000004BA, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11693
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:16:179STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:16:202STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:16:202STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6105
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:16:202STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:18:377STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:18:394STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:18:495STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:18:760STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:19:078STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:19:078STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:19:078STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5353
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:19:078STACK[AI0] TaskFailed Return to base for upgrade/ 5353
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:19:896STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:19:896STACK[AI0] TaskFailed Assign Hero/ 3064
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:19:896STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:20:024STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004F8, Ticket: 000004BD, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:20:082STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000004F9, Ticket: 000004BE, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11694
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:20:083STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:20:107STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:20:107STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6106
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:20:107STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:21:567STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000004FA, [Empire0], ShipsGUID: 10191,10193,10195
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator11:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:22:277STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:22:294STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:22:394STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:22:544STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:22:602STACKEntering state ServerEncounterState_Setup
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:22:695STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:22:711STACKEntering state ServerEncounterState_LoadBattle
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:22:877STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:22:877STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:22:878STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5356
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:22:878STACK[AI0] TaskFailed Return to base for upgrade/ 5356
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:23:694STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:23:695STACK[AI0] TaskFailed Assign Hero/ 3065
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:23:695STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:23:823STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#000004FF, Ticket: 000004C4, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:23:878STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000500, Ticket: 000004C5, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11696
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:23:878STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:23:902STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:23:902STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6107
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:23:902STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:26:077STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:26:094STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:26:194STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:26:360STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:26:677STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:26:677STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:26:677STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5360
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:26:677STACK[AI0] TaskFailed Return to base for upgrade/ 5360
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:27:594STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:27:594STACK[AI0] TaskFailed Assign Hero/ 3066
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:27:594STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:27:623STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000503, Ticket: 000004C8, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:27:677STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000504, Ticket: 000004C9, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11697
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:27:677STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:27:712STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:27:713STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6108
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:27:713STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:29:877STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:29:894STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:29:994STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:30:144STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:30:477STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:30:477STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:30:477STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5363
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:30:477STACK[AI0] TaskFailed Return to base for upgrade/ 5363
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:31:337STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:31:337STACK[AI0] TaskFailed Assign Hero/ 3067
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:31:337STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:31:377STACKBegin encounter simulation ignition 29196
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:31:429STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000508, Ticket: 000004CE, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:318STACKEnd encounter simulation ignition 29200
BattleSimulation+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() ServerEncounterState_LoadBattle:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:318STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000509, Ticket: 000004CF, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11698
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:318STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:32:341STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:32:341STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6109
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:341STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:353STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:460STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:460STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:510STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:710STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:710STACKEntering state ServerEncounterState_RunBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:827STACKEntering state ServerEncounterState_StartBattlePhase
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:827STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:910STACKEntering state ServerEncounterState_Report
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:910STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:961STACKEntering state ServerEncounterState_ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:32:961STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:33:033STACKEntering state ServerEncounterState_Finalize
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:33:094STACKCan't find network achievement: ATTACK_ALLY_WITH_PRIVATEERS
Amplitude.Unity.Achievement.NetworkAchievementManager:GetAchievement(System.Reflection.ParameterInfo) AchievementManager:OnEventFleetHasAttackedAnEnemy(System.Reflection.ParameterInfo) AchievementManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) AttackFleetAction:ClientFinalize() EntityAction:ClientExecute() EntityAction:TerminateAction() AttackFleetAction:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Encounter:OnStateChanged(System.Reflection.ParameterInfo) Encounter:SetState(System.Reflection.ParameterInfo) GameClient+c__Iterator1E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:33:121STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#10619'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:33:160STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#10619'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:33:160STACK[Order] OrderScrapShips::DepartmentOfDefense/OrderScrapShips#00000519, [Empire1], ShipsGUID: 3773,4240,9509,5960,6210
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator12:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:33:199STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#10619'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:33:224STACKCan't find resource location for resource 'ActionPoint' with base location at 'Fleet#10619'.
DepartmentOfTheTreasury:IsTransferOfResourcePossible(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatCosts(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatFailure(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Gui:FormatEntityActionFailureInfos(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetActionControl:RefreshTooltip() FleetActionControl:Refresh() FleetActionsPanel:Refresh() Amplitude.Unity.Gui.GuiPanel:RefreshNow() FleetsScreen:SetPanelVisibilityAndRefresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) FleetsScreen:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:34:493STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:34:510STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:34:610STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:34:892STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:35:193STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:35:193STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:35:193STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5367
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:35:193STACK[AI0] TaskFailed Return to base for upgrade/ 5367
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:36:027STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:027STACK[AI0] TaskFailed Assign Hero/ 3068
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:027STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:138STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000051A, Ticket: 000004DF, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:190STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000051B, Ticket: 000004E0, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11699
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:190STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:36:213STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:36:213STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6110
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:36:213STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:38:394STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:38:410STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:38:510STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:38:861STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:39:194STACK[AI0] Sync took 0.8000458 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:39:194STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:39:194STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5370
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:39:194STACK[AI0] TaskFailed Return to base for upgrade/ 5370
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:40:027STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:027STACK[AI0] TaskFailed Assign Hero/ 3069
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:027STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:138STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000051C, Ticket: 000004E3, [Empire4], ShipsGUID: 10767
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:190STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000051D, Ticket: 000004E4, [Empire4], ShipGUIDs: 4155 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11700
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:190STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:40:226STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:40:226STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6111
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:40:226STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:42:393STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:42:410STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:42:510STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:42:778STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:43:093STACK[AI0] Sync took 0.7000401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:43:093STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:43:093STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5374
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:43:093STACK[AI0] TaskFailed Return to base for upgrade/ 5374
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:43:926STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:43:927STACK[AI0] TaskFailed Assign Hero/ 3070
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:43:927STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:44:040STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000051E, Ticket: 000004E7, [Empire4], ShipsGUID: 4155
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:44:101STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000051F, Ticket: 000004E8, [Empire4], ShipGUIDs: 4556 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11701
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:44:101STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:44:126STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:44:126STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6112
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:44:126STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:46:293STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:46:310STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:46:409STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:46:576STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:46:893STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:46:893STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:46:893STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5378
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:46:893STACK[AI0] TaskFailed Return to base for upgrade/ 5378
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:47:727STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:47:727STACK[AI0] TaskFailed Assign Hero/ 3071
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:47:727STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:47:840STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000520, Ticket: 000004EB, [Empire4], ShipsGUID: 4556
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:47:901STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000521, Ticket: 000004EC, [Empire4], ShipGUIDs: 5725 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11702
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:47:901STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:47:926STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:47:926STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6113
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:47:926STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:50:093STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:50:109STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:50:210STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:50:477STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:50:794STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:50:794STACK[AI0] [MainState] Start decision number 71 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:50:794STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5382
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:50:794STACK[AI0] TaskFailed Return to base for upgrade/ 5382
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:51:627STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:51:627STACK[AI0] TaskFailed Assign Hero/ 3072
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:51:627STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:51:739STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000522, Ticket: 000004EF, [Empire4], ShipsGUID: 5725
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:51:796STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000523, Ticket: 000004F0, [Empire4], ShipGUIDs: 10769 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11703
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:51:797STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:51:832STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:51:832STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6114
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:51:832STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:52:865STACKModel failed to load with path: Prefabs/Gui/AnimatedPortrait/AnimatedPortraitBaghaba
HeroGuiElement:LoadModel() GuiHero:LoadModel() HeroDetailedCard:BindPortrait(System.Reflection.ParameterInfo) HeroSelectionModalWindow:BindHeroCard(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroSelectionModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:52:865STACKPlaceholder Model failed to load with path: Prefabs/Gui/AnimatedPortrait/StandardPortraitPresetCollection
HeroGuiElement:LoadPlaceholderModel() HeroGuiElement:LoadModel() GuiHero:LoadModel() HeroDetailedCard:BindPortrait(System.Reflection.ParameterInfo) HeroSelectionModalWindow:BindHeroCard(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) HeroSelectionModalWindow:Refresh() Amplitude.Unity.Gui.GuiPanel+c__Iterator0:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator2:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
13:18:53:995STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:54:011STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:54:111STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:54:279STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:54:595STACK[AI0] Sync took 0.6000344 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:54:595STACK[AI0] [MainState] Start decision number 72 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:54:595STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5385
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:54:595STACK[AI0] TaskFailed Return to base for upgrade/ 5385
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:55:427STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:55:427STACK[AI0] TaskFailed Assign Hero/ 3073
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:55:427STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:55:543STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000524, Ticket: 000004F3, [Empire4], ShipsGUID: 10769
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:55:612STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000525, Ticket: 000004F4, [Empire4], ShipGUIDs: 10563 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11704
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:55:612STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:55:648STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:55:648STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6115
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:55:648STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:57:794STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:57:811STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:57:910STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:58:178STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:58:494STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:58:494STACK[AI0] [MainState] Start decision number 73 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:58:495STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5389
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:58:495STACK[AI0] TaskFailed Return to base for upgrade/ 5389
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:18:59:327STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:59:327STACK[AI0] TaskFailed Assign Hero/ 3074
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:59:327STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:59:440STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#00000527, Ticket: 000004F7, [Empire4], ShipsGUID: 10563
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:59:500STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000528, Ticket: 000004F8, [Empire4], ShipGUIDs: 4952 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11705
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:59:500STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:18:59:523STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:18:59:523STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6116
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:18:59:523STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:01:694STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:01:711STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:01:810STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:02:077STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:02:402STACK[AI0] Sync took 0.70004 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:02:402STACK[AI0] [MainState] Start decision number 74 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:02:403STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5392
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:19:02:403STACK[AI0] TaskFailed Return to base for upgrade/ 5392
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:19:03:227STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:03:227STACK[AI0] TaskFailed Assign Hero/ 3075
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:03:227STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:03:341STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000052B, Ticket: 000004FD, [Empire4], ShipsGUID: 4952
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:03:402STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000052C, Ticket: 000004FE, [Empire4], ShipGUIDs: 10561 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11706
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:03:402STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:03:428STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:19:03:428STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6117
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:03:429STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:05:601STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:05:616STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:05:726STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:05:894STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:06:200STACK[AI0] Sync took 0.6000343 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:06:200STACK[AI0] [MainState] Start decision number 75 (state: Main, turn: 85)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:06:200STACK[AI0] Cancel Fleet mission without fleet Return to base for upgrade 5396
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ReturnToBase:CheckMissionStatus() Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:19:06:200STACK[AI0] TaskFailed Return to base for upgrade/ 5396
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus() Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate() Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
13:19:07:025STACKOrderAssignHero preprocessing failed: 'Hero#8258' is not ready to be assigned
DepartmentOfEducation:AssignHeroPreprocessor(System.Reflection.ParameterInfo) System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo) Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:07:026STACK[AI0] TaskFailed Assign Hero/ 3076
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:07:026STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfEducation/OrderAssignHero
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:07:137STACK[Order] OrderDisbandShips::DepartmentOfDefense/OrderDisbandShips#0000052D, Ticket: 00000501, [Empire4], ShipsGUID: 10561
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__IteratorA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:07:192STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000052E, Ticket: 00000502, [Empire4], ShipGUIDs: 10767 , HeroGUID: 0, Position: NodeIndex:53, FleetGUID: 11707
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfDefense+c__Iterator14:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:07:192STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
13:19:07:229STACK[Empire 5] OrderQueueConstruction preprocessor failed: 'PlanetImprovementIndustry2' is already queued in 'Empire 5's colonized planet #0 on Octans (536)'.
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()
13:19:07:229STACK[AI0] TaskFailed Queue constructible Geo-industrial Plants/ 6118
Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo) Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:07:229STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderQueueConstruction
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo) Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo) AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Ticket:Raise(System.Reflection.ParameterInfo) GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameServer:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
13:19:08:973STACKUnload material GasSilicatePlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:19:08:973STACKUnload material GasCloudlessPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:19:08:973STACKUnload material TropicalPlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()
13:19:08:973STACKUnload material GasIcePlanetMat
PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo) PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo) CameraPreRenderHookHandler:OnPreCull()