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Jun 24th, 2020
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  1. Assert
  2. Build time: Jun 24 2020 12:49:53
  3. Assertion time: 2020-06-24 15:58:21
  4.  
  5. Tutorial Element with id: VSO.abandoned_road_group.QuestStartPin already exists
  6. !existedElIt->second->IsAlive()
  7. In void Tutorial::TutorialManager::AddElement(const Tutorial::TutorialObjectPtr &) at /Volumes/buildAgent/work/a1ce3524bcdb48be/work/townscapes/src/Tutorial/TutorialManager.cpp(228)
  8. Commit id: 44ca31797cb6a54146688d251e9ac77abb398e3e
  9.  
  10. Stack trace:
  11. # 1: 0x10eef60 AssertionFailed(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, char const*, char const*, int)
  12. # 2: 0xa53e3c Tutorial::TutorialManager::AddElement(boost::intrusive_ptr<Tutorial::TutorialObject> const&)
  13. # 3: 0xc49128 Visual::UI::QuestStartInteractiveBehaviour::CreateTutorialObject(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&, Visual::Node const&)
  14. # 4: 0xc4855c Visual::UI::QuestStartInteractiveBehaviour::CreatePin()
  15. # 5: 0xc48124 Visual::UI::QuestStartInteractiveBehaviour::UpdateInteractiveState(Visual::UI::QuestStartInteractiveBehaviour::InteractiveState)
  16. # 6: 0xc7953c std::__1::__function::__func<Visual::VisualQuestsController::ActivateNewQuest(Quests::QuestTemplate*, bool)::$_9, std::__1::allocator<Visual::VisualQuestsController::ActivateNewQuest(Quests::QuestTemplate*, bool)::$_9>, void ()>::operator()()
  17. # 7: 0xd6a724 std::__1::__function::__func<Visual::Cutscene::AddImmediateAction(std::__1::function<void ()> const&)::$_1, std::__1::allocator<Visual::Cutscene::AddImmediateAction(std::__1::function<void ()> const&)::$_1>, bool (float)>::operator()(float&&)
  18. # 8: 0xd7d1d8 SequenceActions::ActionMyFunction::Update(float)
  19. # 9: 0xd7d548 SequenceActions::Manager::Update(float)
  20. #10: 0xd7d5f0 SequenceActions::Manager::Update(float)
  21. #11: 0xc00d88 Visual::CutscenesController::Update(float)
  22. #12: 0x12c36bc Visual::NodeImpl::Update(float)
  23. #13: 0x12d11cc Visual::SceneObjectImpl::Update(float)
  24. #14: 0x12d0efc Visual::Scene::Update(float, Passkey<Visual::SceneManager, false>)
  25. #15: 0x12d5584 Visual::SceneManager::OnUpdateImpl(Visual::SceneManager::ActiveSceneInfo&, float)
  26. #16: 0x12b3f2c Visual::SceneManager::OnUpdate(float, Passkey<Visual::Integration, true>)
  27. #17: 0x12b3738 Visual::Integration::UpdateInternal(float)
  28. #18: 0x12b34e4 Visual::IntegrationDetails::InternalUpdater::Update(float)
  29. #19: 0xe02ce4 Core::ControllerManager::Update(float)
  30. #20: 0xe02634 Core::ApplicationBase::MainLoopContent(Core::MainLoopMode)
  31. #21: 0x11802d8 -[EAGLView drawView:]
  32. #22: 0x12130 <redacted>
  33. #23: 0x6930 IODispatchCalloutFromCFMessage
  34. #24: 0x808ac <redacted>
  35. #25: 0xaa07c <redacted>
  36. #26: 0xa97a8 <redacted>
  37. #27: 0xa467c <redacted>
  38. #28: 0xa3adc CFRunLoopRunSpecific
  39. #29: 0x3328 GSEventRunModal
  40. #30: 0xa0363c UIApplicationMain
  41. #31: 0x117e6d0 Core::RunApplicationWithDelegate(int, char**, Core::EngineAppDelegate*)
  42. #32: 0xf26bec Core::RunApplicationMainLoop(std::__1::vector<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::allocator<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > const&, Core::EngineAppDelegate*)
  43. #33: 0x8b2ea8 Core::Main(std::__1::vector<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::allocator<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > const&)
  44. #34: 0x15e504 main
  45. #35: 0x1360 <redacted>
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