可可西

UE4 iOS打印出所有线程的调用栈

在Xcode15.2中调试UE4游戏(Development包),执行bt all打印出所有线程(共116个线程)的调用堆栈

* thread #1, queue = 'com.apple.main-thread', stop reason = signal SIGSTOP     // 游戏主线程
  * frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000001b251ba9c CoreFoundation`__CFRunLoopServiceMachPort + 160
    frame #5: 0x00000001b2519994 CoreFoundation`__CFRunLoopRun + 1208
    frame #6: 0x00000001b25193f8 CoreFoundation`CFRunLoopRunSpecific + 608
    frame #7: 0x00000001f5acf4f8 GraphicsServices`GSEventRunModal + 164
    frame #8: 0x00000001b493f8a0 UIKitCore`-[UIApplication _run] + 888
    frame #9: 0x00000001b493eedc UIKitCore`UIApplicationMain + 340
    frame #10: 0x00000001049868b0 MyGame`main(argc=1, argv=0x000000016dd4b588) at LaunchIOS.cpp:606:13 [opt]
    frame #11: 0x00000001d5282dcc dyld`start + 2240
  thread #5
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x0000000131fd283c ilink_live`___lldb_unnamed_symbol4172 + 204
    frame #3: 0x0000000131fa871c ilink_live`___lldb_unnamed_symbol3721 + 576
    frame #4: 0x0000000131fe6904 ilink_live`___lldb_unnamed_symbol4460 + 76
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #6, name = 'com.apple.uikit.eventfetch-thread'    // Xcode调试线程
    frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000001b251ba9c CoreFoundation`__CFRunLoopServiceMachPort + 160
    frame #5: 0x00000001b2519994 CoreFoundation`__CFRunLoopRun + 1208
    frame #6: 0x00000001b25193f8 CoreFoundation`CFRunLoopRunSpecific + 608
    frame #7: 0x00000001b14ac3ec Foundation`-[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212
    frame #8: 0x00000001b14d96ac Foundation`-[NSRunLoop(NSRunLoop) runUntilDate:] + 64
    frame #9: 0x00000001b48a1710 UIKitCore`-[UIEventFetcher threadMain] + 420
    frame #10: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #11: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #12                                               // GameThread线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b0bc MyGame`FPThreadEvent::Wait(this=0x000000028564eb50, WaitTime=1, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:425:14 [opt]
    frame #3: 0x000000010c94fe84 MyGame`FRenderCommandFence::Wait(bool) const at RenderingThread.cpp:1193:20 [opt]
    frame #4: 0x000000010c94f6f4 MyGame`FRenderCommandFence::Wait(this=<unavailable>, bProcessGameThreadTasks=<unavailable>) const at RenderingThread.cpp:1256:3 [opt]
    frame #5: 0x000000010497f3b8 MyGame`FEngineLoop::Tick(this=<unavailable>) at LaunchEngineLoop.cpp:5141:17 [opt]
    frame #6: 0x00000001049672d4 MyGame`FAppEntry::Tick() at LaunchIOS.cpp:523:14 [opt]
    frame #7: 0x000000010bdb73b4 MyGame`-[IOSAppDelegate MainAppThread:](self=0x0000000281cae300, _cmd=<unavailable>, launchOptions=<unavailable>) at IOSAppDelegate.cpp:566:13 [opt]
    frame #8: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #13                                              // Trace线程
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b4ae9a8 MyGame`Trace::Private::Writer_WorkerThread() [inlined] Trace::Private::ThreadSleep(Milliseconds=17) at AppleTrace.cpp:43:2 [opt]
    frame #4: 0x000000010b4ae9a0 MyGame`Trace::Private::Writer_WorkerThread() at Writer.cpp:367:3 [opt]
    frame #5: 0x000000010b4add48 MyGame`Trace::Private::ThreadCreate(char const*, void (*)())::$_3::__invoke(void*) [inlined] Trace::Private::ThreadCreate(char const*, void (*)())::$_3::operator()(this=<unavailable>, Param=<unavailable>) const at AppleTrace.cpp:28:3 [opt]
    frame #6: 0x000000010b4add44 MyGame`Trace::Private::ThreadCreate(char const*, void (*)())::$_3::__invoke(Param=<unavailable>) at AppleTrace.cpp:26:33 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #14, name = 'FChunkCacheWorker'                  // FChunkCacheWorker线程  每Mount一个pak,就会创建一个这样的线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281792fd0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x0000002a1f1287f9) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000135657e80) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002801fb240) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002801fb240) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #15, name = 'FChunkCacheWorker'                  // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281793690, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x0000002a093cf323) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x000000013554ee00) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028014dec0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028014dec0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #16, name = 'FChunkCacheWorker'                 // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002817fb840, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x0000002a02ce64e6) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x00000001355517e0) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280148720) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280148720) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #17, name = 'FChunkCacheWorker'                 // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281793060, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x0000002a271f3be3) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000135552730) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280148a20) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280148a20) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #18, name = 'TaskGraphThreadNP 0'              // TaskGraph NP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002817f41b0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x00000002817381b0) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x00000002817381b0, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x00000002817381b0) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x00000002817381b0) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280048360) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280048360) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #19, name = 'TaskGraphThreadNP 1'             // TaskGraph NP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002817383f0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x0000000281738360) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x0000000281738360, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x0000000281738360) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x0000000281738360) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001e700) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001e700) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #20, name = 'TaskGraphThreadNP 2'             // TaskGraph NP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738510, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x0000000281738480) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x0000000281738480, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x0000000281738480) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x0000000281738480) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001e760) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001e760) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #21, name = 'TaskGraphThreadNP 3'             // TaskGraph NP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738630, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x00000002817385a0) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x00000002817385a0, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x00000002817385a0) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x00000002817385a0) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001e7c0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001e7c0) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #22, name = 'TaskGraphThreadHP 4'              // TaskGraph HP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738750, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x00000002817386c0) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x00000002817386c0, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x00000002817386c0) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x00000002817386c0) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028004afa0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028004afa0) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #23, name = 'TaskGraphThreadHP 5'            // TaskGraph HP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738870, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x00000002817387e0) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x00000002817387e0, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x00000002817387e0) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x00000002817387e0) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028004af40) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028004af40) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #24, name = 'TaskGraphThreadHP 6'            // TaskGraph HP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738990, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x0000000281738900) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x0000000281738900, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x0000000281738900) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x0000000281738900) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001e820) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001e820) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #25, name = 'TaskGraphThreadHP 7'            // TaskGraph HP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738ab0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x0000000281738a20) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x0000000281738a20, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x0000000281738a20) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x0000000281738a20) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001e880) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001e880) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #26, name = 'TaskGraphThreadBP 8'            // TaskGraph BP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738bd0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x0000000281738b40) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x0000000281738b40, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x0000000281738b40) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x0000000281738b40) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001e8e0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001e8e0) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #27, name = 'TaskGraphThreadBP 9'            // TaskGraph BP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738cf0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x0000000281738c60) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x0000000281738c60, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x0000000281738c60) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x0000000281738c60) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001e940) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001e940) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #28, name = 'TaskGraphThreadBP 10'            // TaskGraph BP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738e10, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x0000000281738d80) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x0000000281738d80, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x0000000281738d80) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x0000000281738d80) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001e9a0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001e9a0) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #29, name = 'TaskGraphThreadBP 11'           // TaskGraph BP线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738f30, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4c9474 MyGame`FTaskThreadAnyThread::ProcessTasks(this=0x0000000281738ea0) at TaskGraph.cpp:1038:31 [opt]
    frame #4: 0x000000010b4c7610 MyGame`FTaskThreadAnyThread::ProcessTasksUntilQuit(this=0x0000000281738ea0, QueueIndex=0) at TaskGraph.cpp:887:4 [opt]
    frame #5: 0x000000010b4c74cc MyGame`FTaskThreadAnyThread::Run() [inlined] FTaskThreadBase::Run(this=0x0000000281738ea0) at TaskGraph.cpp:540:3 [opt]
    frame #6: 0x000000010b4c74b0 MyGame`FTaskThreadAnyThread::Run(this=0x0000000281738ea0) at TaskGraph.cpp:965:27 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028001ea00) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028001ea00) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #30, name = 'StatsThread'                   // StatsThread线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002817930f0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b4ccb3c MyGame`FNamedTaskThread::ProcessTasksNamedThread(this=<unavailable>, QueueIndex=<unavailable>, bAllowStall=<unavailable>) at TaskGraph.cpp:686:44 [opt]
    frame #4: 0x000000010b4ca0f4 MyGame`FNamedTaskThread::ProcessTasksUntilQuit(this=0x0000000136a98400, QueueIndex=0) at TaskGraph.cpp:600:4 [opt]
    frame #5: 0x000000010b80eaf8 MyGame`FStatsThread::Run(this=<unavailable>) at Stats2.cpp:905:30 [opt]
    frame #6: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280fbe880) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #7: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280fbe880) at PThreadRunnableThread.h:185:15 [opt]
    frame #8: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #31, name = 'PoolThread 0'                  // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002817e7960, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a12a5965b) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x0000000282861350) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280faaac0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280faaac0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #32, name = 'PoolThread 1'                  // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281735dd0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a20bf5c2b) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x00000002828612f0) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280faaa60) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280faaa60) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #33, name = 'PoolThread 2'                  // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281738fc0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a2a2c8819) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x000000028282c030) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028004ae20) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028004ae20) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #34, name = 'PoolThread 3'                  // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281739050, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a12a2ad70) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x000000028282ca80) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028004aee0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028004aee0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #35, name = 'PoolThread 4'                  // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281735d40, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x00000029273beff8) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x0000000282861200) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280faaa00) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280faaa00) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #36, name = 'PoolThread 5'                 // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281735cb0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a2a0759cf) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x00000002828611a0) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280faa9a0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280faa9a0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #37, name = 'FAsyncWriter_MyGame'           // 写日志异步线程
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b733a84 MyGame`FAsyncWriter::Run(this=0x00000001355c0ec0) at OutputDeviceFile.cpp:439:4 [opt]
    frame #4: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028004ab80) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #5: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028004ab80) at PThreadRunnableThread.h:185:15 [opt]
    frame #6: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #38, name = 'PoolThread 6'                 // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281724120, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a22274aaf) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x000000028285d9e0) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280fa5200) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280fa5200) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #39, name = 'PoolThread 7'                 // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281720360, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a271f3a65) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x0000000282869590) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280fab180) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280fab180) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #40, name = 'PoolThread 8'                // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002817203f0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a271e5cec) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x00000002828697d0) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280fab420) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280fab420) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #41, name = 'PoolThread 9'               // 线程池线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281720480, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010b5c18b8 MyGame`FQueuedThread::Run() [inlined] FEvent::Wait(this=0x0000002a271f1bf2) at Event.h:74:10 [opt]
    frame #4: 0x000000010b5c18a4 MyGame`FQueuedThread::Run(this=0x0000000282869440) at ThreadingBase.cpp:1003:17 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280fab300) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280fab300) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #43
    frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000001b251ba9c CoreFoundation`__CFRunLoopServiceMachPort + 160
    frame #5: 0x00000001b2519994 CoreFoundation`__CFRunLoopRun + 1208
    frame #6: 0x00000001b25193f8 CoreFoundation`CFRunLoopRunSpecific + 608
    frame #7: 0x00000001b14ac3ec Foundation`-[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212
    frame #8: 0x00000001b14aa7e4 Foundation`-[NSRunLoop(NSRunLoop) run] + 64
    frame #9: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #10: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #49                       // wwise线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010361cdc4 MyGame`AK::StreamMgr::CAkIOThread::IOSchedThread(lpParameter=0x0000000136cb7c00) at AkIOThread.cpp:216:14 [opt]
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #50                       // wwise线程
    frame #0: 0x00000001f9c7d0f4 libsystem_kernel.dylib`semaphore_wait_trap + 8
    frame #1: 0x000000010358c7fc MyGame`AkMonitor::MonitorThreadFunc(void*) [inlined] AKPLATFORM::AkWaitForEvent(in_event=0x0000000140cfd418) at AkPlatformFuncs.h:103:3 [opt]
    frame #2: 0x000000010358c7f4 MyGame`AkMonitor::MonitorThreadFunc(lpParameter=0x0000000140cfd410) at AkMonitor.cpp:1281:4 [opt]
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #51                       // wwise线程
    frame #0: 0x00000001f9c7d0f4 libsystem_kernel.dylib`semaphore_wait_trap + 8
    frame #1: 0x00000001035e3514 MyGame`CAkThreadedBankMgr::BankThreadFunc(void*) [inlined] AKPLATFORM::AkWaitForEvent(in_event=0x0000000140cfd760) at AkPlatformFuncs.h:103:3 [opt]
    frame #2: 0x00000001035e350c MyGame`CAkThreadedBankMgr::BankThreadFunc(lpParameter=0x0000000140cfd580) at AkThreadedBankMgr.cpp:128:3 [opt]
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #52                       // wwise线程
    frame #0: 0x00000001f9c7d0f4 libsystem_kernel.dylib`semaphore_wait_trap + 8
    frame #1: 0x00000001035928a4 MyGame`CAkOutputMgr::SuspendedThread(void*) [inlined] AKPLATFORM::AkWaitForEvent(in_event=<unavailable>) at AkPlatformFuncs.h:103:3 [opt]
    frame #2: 0x000000010359289c MyGame`CAkOutputMgr::SuspendedThread(lpParameter=<unavailable>) at AkOutputMgr.cpp:1614:3 [opt]
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #53                      // wwise线程
    frame #0: 0x00000001f9c7d0f4 libsystem_kernel.dylib`semaphore_wait_trap + 8
    frame #1: 0x00000001035e8a44 MyGame`CAkAudioThread::EventMgrThreadFunc(void*) [inlined] AKPLATFORM::AkWaitForEvent(in_event=0x000000028107d348) at AkPlatformFuncs.h:103:3 [opt]
    frame #2: 0x00000001035e8a3c MyGame`CAkAudioThread::EventMgrThreadFunc(lpParameter=0x000000028107d348) at AkAudioThread.cpp:67:3 [opt]
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #54, name = 'caulk::deferred_logger'
    frame #0: 0x00000001f9c7d0f4 libsystem_kernel.dylib`semaphore_wait_trap + 8
    frame #1: 0x000000021f28c694 caulk`caulk::semaphore::timed_wait(double) + 212
    frame #2: 0x000000021f28c4c4 caulk`caulk::concurrent::details::worker_thread::run() + 36
    frame #3: 0x000000021f2a573c caulk`void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 96
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #55, name = 'caulk.messenger.shared:high'
    frame #0: 0x00000001f9c7d0f4 libsystem_kernel.dylib`semaphore_wait_trap + 8
    frame #1: 0x000000021f28c694 caulk`caulk::semaphore::timed_wait(double) + 212
    frame #2: 0x000000021f28c4c4 caulk`caulk::concurrent::details::worker_thread::run() + 36
    frame #3: 0x000000021f2a573c caulk`void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 96
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #56, name = 'AURemoteIO::IOThread'
    frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000002280df580 libEmbeddedSystemAUs.dylib`void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, AURemoteIO::IOThread::IOThread(AURemoteIO&, caulk::thread::attributes const&, caulk::mach::os_workgroup_managed const&)::'lambda'(), std::__1::tuple<>>>(void*) + 556
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #57, name = 'FMediaTicker'              // MediaTicker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281726ac0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010e052814 MyGame`FMediaTicker::Run() [inlined] FEvent::Wait(this=0x00000029fba8d36f) at Event.h:74:10 [opt]
    frame #4: 0x000000010e052800 MyGame`FMediaTicker::Run(this=0x0000000150131210) at MediaTicker.cpp:42:20 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280fcedc0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280fcedc0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #58, name = 'FMessageBus.DefaultBus.Router'            // MessageRouter线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b0bc MyGame`FPThreadEvent::Wait(this=0x0000000281725f80, WaitTime=100, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:425:14 [opt]
    frame #3: 0x000000010c3ce540 MyGame`FMessageRouter::Run() [inlined] FEvent::Wait(this=<unavailable>, WaitTime=<unavailable>, bIgnoreThreadIdleStats=<unavailable>) at Event.h:87:10 [opt]
    frame #4: 0x000000010c3ce520 MyGame`FMessageRouter::Run(this=0x0000000140c37eb0) at MessageRouter.cpp:59:14 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280fcae20) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280fcae20) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #59, name = 'Block Monitor'                      // Matrix线程
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x00000001313b8dac Matrix`-[WCBlockMonitorMgr recordCurrentStack] + 232
    frame #4: 0x00000001313b892c Matrix`-[WCBlockMonitorMgr threadProc] + 312
    frame #5: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #6: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #60, name = 'Memory Logging'                     // Matrix线程
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000013141d21c Matrix`memory_event_writing_thread(void*) + 220
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #61, name = 'TDM-report-1'                       // TDM线程
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba5411dc libsystem_c.dylib`sleep + 52
    frame #3: 0x00000001311b7298 TDataMaster`TDM::TDataMasterReporter::LoopReportData() + 336
    frame #4: 0x00000001311b6f20 TDataMaster`TDM::TDataMasterReporter::ProcessSingleThread(void*) + 64
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #62, name = 'XLogThread'                        // GCloud线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x00000001316eb160 GCloudCore`ABase::CCondition::TimeWait(unsigned int) + 172
    frame #3: 0x00000001316ea878 GCloudCore`ABase::Logger::_XLogThread(void*) + 60
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #67, name = 'MSDKV5-Timer-2'                   // GCloud线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x0000000132b1ec28 MSDKCore`GCloud::MSDK::MSDKCondition::WaitRelative(GCloud::MSDK::MSDKMutex&, long long) + 156
    frame #3: 0x0000000132b1e6a4 MSDKCore`GCloud::MSDK::MSDKThreadTimer::runloop(double) + 412
    frame #4: 0x0000000132b1e474 MSDKCore`GCloud::MSDK::MSDKThreadTimer::StartRoutine(void*) + 192
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #71, name = 'OperationQueue.ThreadProcess'      // GCloud线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x00000001316f082c GCloudCore`ABase::CCondition::Wait() + 52
    frame #3: 0x00000001316f0654 GCloudCore`ABase::OperationQueueImp::onThreadProc(void*) + 336
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #72, name = 'OperationQueue.ThreadProcess'      // GCloud线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x00000001316f082c GCloudCore`ABase::CCondition::Wait() + 52
    frame #3: 0x00000001316f0654 GCloudCore`ABase::OperationQueueImp::onThreadProc(void*) + 336
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #73, name = 'OperationQueue.ThreadManager'      // GCloud线程
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001316f07e0 GCloudCore`ABase::SleepMS(long long) + 80
    frame #3: 0x00000001316f0468 GCloudCore`ABase::OperationQueueImp::onThreadManageProc(void*) + 428
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #74, name = 'com.apple.NSURLConnectionLoader'
    frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000001b251ba9c CoreFoundation`__CFRunLoopServiceMachPort + 160
    frame #5: 0x00000001b2519994 CoreFoundation`__CFRunLoopRun + 1208
    frame #6: 0x00000001b25193f8 CoreFoundation`CFRunLoopRunSpecific + 608
    frame #7: 0x00000001b3817050 CFNetwork`___lldb_unnamed_symbol14201 + 384
    frame #8: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #75, name = 'CThreadBase'                   // GCloud线程
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001316fe238 GCloudCore`ABase::CThreadBase::Sleep(int) + 84
    frame #3: 0x00000001316f4af0 GCloudCore`ABase::CTimerImp::OnThreadProc() + 168
    frame #4: 0x00000001316fdfa8 GCloudCore`ABase::CThreadBase::onThreadProc(void*) + 704
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #76, name = 'FAsyncLoadingThread'          // 异步加载线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b0bc MyGame`FPThreadEvent::Wait(this=0x0000000281735170, WaitTime=3, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:425:14 [opt]
    frame #3: 0x000000010ba3765c MyGame`FAsyncLoadingThread::TickAsyncThread(this=0x00000001370c9000, bUseTimeLimit=<unavailable>, bUseFullTimeLimit=<unavailable>, TimeLimit=-5.18969491E+11, bDidSomething=<unavailable>, FlushTree=<unavailable>) at AsyncLoading.cpp:5011:25 [opt]
    frame #4: 0x000000010ba38fb4 MyGame`FAsyncLoadingThread::Run(this=0x00000001370c9000) at AsyncLoading.cpp:4910:5 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280fc1440) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280fc1440) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #77, name = 'FFileTransferRunnable'        // 文件传输线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b0bc MyGame`FPThreadEvent::Wait(this=0x00000002815a0090, WaitTime=250, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:425:14 [opt]
    frame #3: 0x000000010fffea9c MyGame`FFileTransferRunnable::Run(this=0x0000000281e31c70) at ProfilerServiceFileTransfer.cpp:59:18 [opt]
    frame #4: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280f287e0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #5: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280f287e0) at PThreadRunnableThread.h:185:15 [opt]
    frame #6: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #78, name = 'mgpa_handler'
    frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000001b251ba9c CoreFoundation`__CFRunLoopServiceMachPort + 160
    frame #5: 0x00000001b2519994 CoreFoundation`__CFRunLoopRun + 1208
    frame #6: 0x00000001b25193f8 CoreFoundation`CFRunLoopRunSpecific + 608
    frame #7: 0x00000001b14ac3ec Foundation`-[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212
    frame #8: 0x00000001b14aa7e4 Foundation`-[NSRunLoop(NSRunLoop) run] + 64
    frame #9: 0x0000000130f45a68 kgvmp_dy`-[MGPAMsgServer startMainHandlerRunloop] + 308
    frame #10: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #11: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #79, name = 'APM-IOS-WorkThread'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba5411dc libsystem_c.dylib`sleep + 52
    frame #3: 0x0000000130d197b8 GPM_dylib`-[TApmApiSingleInstance startWorkThread] + 2052
    frame #4: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #80, name = 'APM-IOS-UploadThread'
    frame #0: 0x00000001f9c7d0f4 libsystem_kernel.dylib`semaphore_wait_trap + 8
    frame #1: 0x0000000131ccb25c libdispatch.dylib`_dispatch_sema4_wait + 28
    frame #2: 0x0000000131ccb90c libdispatch.dylib`_dispatch_semaphore_wait_slow + 132
    frame #3: 0x0000000130d19e4c GPM_dylib`-[TApmApiSingleInstance startUploadThread] + 132
    frame #4: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #81, name = 'GCloudANRThread'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=0.200000003) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=0.200000003) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x0000000105f79588 MyGame`UMFGCloudCrashObserver::ANRThreadMainLoop(this=0x0000000150182150) at MFGCloudCrashObserver.cpp:1156:3 [opt]
    frame #6: 0x0000000106062240 MyGame`FGCloudCrashRunable::Run(this=0x00000002826c5700) at MFGCloudCrashObserver.cpp:444:23 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280f275a0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280f275a0) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #82, name = 'GCloudReportExceptionThread'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=0.200000003) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=0.200000003) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x0000000105f6cb28 MyGame`UMFGCloudCrashObserver::GCloudReportExceptionThread(this=0x0000000150182150) at MFGCloudCrashObserver.cpp:736:4 [opt]
    frame #6: 0x00000001060628f4 MyGame`FGCloudCrashRunableEx::Run(this=0x00000002826c4130) at MFGCloudCrashObserver.cpp:470:23 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280f27720) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280f27720) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #83, name = 'GCloudReadThread'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=0.00999999977) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=0.00999999977) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x0000000106053e40 MyGame`UMFGCloudMessageObserver::ConnectorReadThreadMainLoop(this=0x000000015019cf70) at MFGCloudMessageObserver.cpp:1554:4 [opt]
    frame #6: 0x000000010608a39c MyGame`FConnectorReadRunable::Run(this=0x00000002826c4e30) at MFGCloudMessageObserver.cpp:360:14 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280f27f00) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280f27f00) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #84, name = 'ace_schedule3'
    frame #0: 0x00000001f9c89860 libsystem_kernel.dylib`__select + 8
    frame #1: 0x00000001327b6830 tersafe`___lldb_unnamed_symbol2680 + 288
    frame #2: 0x00000001328139d0 tersafe`___lldb_unnamed_symbol4139 + 396
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #85, name = 'TssObserver'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=0.100000001) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=0.100000001) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x0000000106124808 MyGame`UMFGCloudTssObserver::ThreadMainLoop(this=0x00000002833a1920) at MFGCloudTssObserver.cpp:231:3 [opt]
    frame #6: 0x000000010622923c MyGame`FGCloudTssObserverRunable::Run(this=0x00000002826c45e0) at MFGCloudTssObserver.cpp:121:22 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280f2ff60) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280f2ff60) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #86
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba5411dc libsystem_c.dylib`sleep + 52
    frame #3: 0x0000000132887050 tersafe`___lldb_unnamed_symbol6746 + 52
    frame #4: 0x00000001328b1734 tersafe`___lldb_unnamed_symbol7997 + 268
    frame #5: 0x00000001328de7e0 tersafe`___lldb_unnamed_symbol9762 + 44
    frame #6: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #87
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba5411dc libsystem_c.dylib`sleep + 52
    frame #3: 0x0000000132887050 tersafe`___lldb_unnamed_symbol6746 + 52
    frame #4: 0x00000001328db538 tersafe`___lldb_unnamed_symbol9606 + 88
    frame #5: 0x00000001328de7e0 tersafe`___lldb_unnamed_symbol9762 + 44
    frame #6: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #88, name = 'ace_worker0'
    frame #0: 0x00000001f9c8b904 libsystem_kernel.dylib`sem_wait + 8
    frame #1: 0x00000001327b9b64 tersafe`___lldb_unnamed_symbol2730 + 176
    frame #2: 0x00000001328139d0 tersafe`___lldb_unnamed_symbol4139 + 396
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #89, name = 'IOSUnrealDeviceToolRunable'         // UnrealDeviceTool线程
    frame #0: 0x00000001f9c88384 libsystem_kernel.dylib`__accept + 8
    frame #1: 0x000000010c7e2920 MyGame`FSocketBSD::Accept(this=0x0000000280758980, OutAddr=0x000000028178fb10, InSocketDescription=string=None) at SocketsBSD.cpp:157:21 [opt]
    frame #2: 0x000000010623275c MyGame`FIOSUnrealDeviceToolRunable::Run(this=0x00000002822459e0) at MFPWPluginManager.cpp:603:34 [opt]
    frame #3: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280f28d20) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #4: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280f28d20) at PThreadRunnableThread.h:185:15 [opt]
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #90, name = 'com.apple.CoreMotion.MotionThread'
    frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000001b251ba9c CoreFoundation`__CFRunLoopServiceMachPort + 160
    frame #5: 0x00000001b2519994 CoreFoundation`__CFRunLoopRun + 1208
    frame #6: 0x00000001b25193f8 CoreFoundation`CFRunLoopRunSpecific + 608
    frame #7: 0x00000001b251915c CoreFoundation`CFRunLoopRun + 64
    frame #8: 0x00000001bf4b12fc CoreMotion`___lldb_unnamed_symbol13515 + 1292
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #91, name = 'XLogThread'
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x00000001316eb160 GCloudCore`ABase::CCondition::TimeWait(unsigned int) + 172
    frame #3: 0x00000001316ea878 GCloudCore`ABase::Logger::_XLogThread(void*) + 60
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #92, name = 'TcpConsoleListener'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=0.5) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=0.5) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x0000000104987738 MyGame`TcpConsoleListener::Run(this=<unavailable>) at TcpConsoleListener.cpp:100:3 [opt]
    frame #6: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280ff3420) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #7: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280ff3420) at PThreadRunnableThread.h:185:15 [opt]
    frame #8: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #93, name = 'FTcpListener'
    frame #0: 0x00000001f9c89860 libsystem_kernel.dylib`__select + 8
    frame #1: 0x000000010c7e47d8 MyGame`FSocketBSD::HasState(this=0x0000000280775c00, State=CanRead, WaitTime=(Ticks = 10000000)) at SocketsBSD.cpp:0 [opt]
    frame #2: 0x000000010c7e279c MyGame`FSocketBSD::WaitForPendingConnection(this=0x0000000280775c00, bHasPendingConnection=0x000000016deb6f17, WaitTime=0x0000000280217038) at SocketsBSD.cpp:109:28 [opt]
    frame #3: 0x00000001049a35c8 MyGame`FTcpListener::Run(this=0x0000000280217020) at TcpListener.h:162:16 [opt]
    frame #4: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280f36580) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #5: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280f36580) at PThreadRunnableThread.h:185:15 [opt]
    frame #6: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #96, name = 'CloudPollThread'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=0.0199999996) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=0.0199999996) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x0000000106103608 MyGame`FMFGCloudPollThread::Run(this=0x000000028579da80) at MFGCloudPollThread.cpp:111:3 [opt]
    frame #6: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000280f4f5a0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #7: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000280f4f5a0) at PThreadRunnableThread.h:185:15 [opt]
    frame #8: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #98
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x00000001343fad14 GCloud`cu::CPufferDownloadAction::run() + 4412
    frame #4: 0x00000001343ffedc GCloud`non-virtual thunk to cu::CPufferDownloadAction::run() + 28
    frame #5: 0x00000001343ce200 GCloud`cu_thread_imp::run() + 68
    frame #6: 0x00000001343ce1ac GCloud`pthread_worker(void*) + 32
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #99
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x00000001343d1730 GCloud`cu_event::WaitForMultipleEvents(cu_event::cu_event_t_**, int, bool, unsigned long long, int&) + 1652
    frame #3: 0x00000001343d1088 GCloud`cu_event::WaitForMultipleEvents(cu_event::cu_event_t_**, int, bool, unsigned long long) + 64
    frame #4: 0x000000013487676c GCloud`CCallbackMsgProcess::run() + 3448
    frame #5: 0x00000001343ce200 GCloud`cu_thread_imp::run() + 68
    frame #6: 0x00000001343ce1ac GCloud`pthread_worker(void*) + 32
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #100
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000013486c118 GCloud`CDownloadProcess::run() + 440
    frame #4: 0x00000001343ce200 GCloud`cu_thread_imp::run() + 68
    frame #5: 0x00000001343ce1ac GCloud`pthread_worker(void*) + 32
    frame #6: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #101
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x00000001343d1748 GCloud`cu_event::WaitForMultipleEvents(cu_event::cu_event_t_**, int, bool, unsigned long long, int&) + 1676
    frame #3: 0x00000001343d1088 GCloud`cu_event::WaitForMultipleEvents(cu_event::cu_event_t_**, int, bool, unsigned long long) + 64
    frame #4: 0x00000001347e675c GCloud`CInterfaceMsgProcess::run() + 468
    frame #5: 0x00000001343ce200 GCloud`cu_thread_imp::run() + 68
    frame #6: 0x00000001343ce1ac GCloud`pthread_worker(void*) + 32
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #102, name = 'FChunkCacheWorker'          // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002817260a0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x0000002a22acccc8) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000149b04720) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002841b4360) at PThreadRunnableThread.cpp:25:24 [opt]    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002841b4360) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #103, name = 'FChunkCacheWorker'           // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281597720, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x00000029527428d5) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x00000001513ab5b0) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000284025da0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000284025da0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #104, name = 'RenderThread 3'               // RenderThread线程
    frame #0: 0x0000000245437460 MetalTools`validateFunctionArguments(id<MTLDevice>, NSString*, NSString, NSArray*, MTLDebugFunctionArgument*, unsigned long, MTLDebugFunctionArgument, unsigned long, MTLDebugFunctionArgument, unsigned long, MTLRenderPassColorAttachmentDescriptorArray*, MTLRenderPipelineColorAttachmentDescriptorArray*, unsigned long, MTLDepthStencilDescriptor*, NSMutableSet<MTLDebugRenderTargetAttachmentInfo*>*, unsigned long long, MTLDebugFunctionArgument, unsigned long, bool, bool const*, _MTLMessageContext*) + 676
    frame #1: 0x000000024543d240 MetalTools`-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:] + 664
    frame #2: 0x000000024543cec0 MetalTools`-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:instanceCount:baseInstance:maxVertexID:] + 1108
    frame #3: 0x000000024543e04c MetalTools`-[MTLDebugRenderCommandEncoder validateDrawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:function:] + 292
    frame #4: 0x000000024543e134 MetalTools`-[MTLDebugRenderCommandEncoder drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:] + 76
    frame #5: 0x000000013078e558 GPUToolsCapture`-[CaptureMTLRenderCommandEncoder drawIndexedPrimitives:indexCount:indexType:indexBuffer:indexBufferOffset:instanceCount:] + 168
    frame #6: 0x000000010b42fcac MyGame`FMetalRenderPass::DrawIndexedPrimitive(this=0x000000013ed467b8, IndexBuffer=0x00000001769d7390, IndexStride=<unavailable>, PrimitiveType=<unavailable>, BaseVertexIndex=<unavailable>, FirstInstance=0, NumVertices=<unavailable>, StartIndex=<unavailable>, NumPrimitives=1351, NumInstances=1) at MetalRenderPass.cpp:648:45 [opt]
    frame #7: 0x000000010b3ad260 MyGame`FMetalRHICommandContext::RHIDrawIndexedPrimitive(FRHIIndexBuffer*, int, unsigned int, unsigned int, unsigned int, unsigned int, unsigned int) [inlined] FMetalContext::DrawIndexedPrimitive(this=0x000000013ed40000, IndexBuffer=0x00000001769d7390, IndexStride=2, IndexType=<unavailable>, PrimitiveType=0, BaseVertexIndex=0, FirstInstance=0, NumVertices=1136, StartIndex=0, NumPrimitives=1351, NumInstances=1) at MetalContext.cpp:1580:13 [opt]
    frame #8: 0x000000010b3ad240 MyGame`FMetalRHICommandContext::RHIDrawIndexedPrimitive(this=0x000000013ab10278, IndexBufferRHI=0x00000001688041b0, BaseVertexIndex=0, FirstInstance=0, NumVertices=1136, StartIndex=0, NumPrimitives=1351, NumInstances=1) at MetalCommands.cpp:551:11 [opt]
    frame #9: 0x000000010ceef5d0 MyGame`FMeshDrawCommand::SubmitDraw(FMeshDrawCommand const&, Experimental::TRobinHoodHashSet<FGraphicsMinimalPipelineStateInitializer, DefaultKeyFuncs<FGraphicsMinimalPipelineStateInitializer, false>, TSizedDefaultAllocator<32>> const&, FRHIVertexBuffer*, int, unsigned int, FRHICommandList&, FMeshDrawCommandStateCache&, bool, FInstanceRHIVertexBuffer const*) [inlined] FRHICommandList::DrawIndexedPrimitive(this=0x000000011419ced0, IndexBuffer=0x00000001688041b0, BaseVertexIndex=0, FirstInstance=0, NumVertices=1136, StartIndex=0, NumPrimitives=1351, NumInstances=1) at RHICommandList.h:3432:17 [opt]
    frame #10: 0x000000010ceef590 MyGame`FMeshDrawCommand::SubmitDraw(MeshDrawCommand=0x00000002b69a06e0, GraphicsMinimalPipelineStateSet=<unavailable>, ScenePrimitiveIdsBuffer=0x0000000000000000, PrimitiveIdOffset=163, InstanceFactor=1, RHICmdList=0x000000011419ced0, StateCache=0x000000016dedd9a8, IsDynamicInstancing=<unavailable>, InstanceRHIVertexBuffer=0x000000016ab26fe0) at MeshPassProcessor.cpp:1330:15 [opt]
    frame #11: 0x000000010cee579c MyGame`SubmitMeshDrawCommandsRangeWithInstanceBuffer(VisibleMeshDrawCommands=size=175, GraphicsMinimalPipelineStateSet=0x000000016ab27108, PrimitiveInstanceBuffer=0x000000016ab26fe0, BasePrimitiveIdsOffset=0, bDynamicInstancing=<unavailable>, StartIndex=0, NumMeshDrawCommands=<unavailable>, InstanceFactor=1, RHICmdList=0x000000011419ced0) at MeshPassProcessor.cpp:1532:3 [opt]
    frame #12: 0x000000010cee3610 MyGame`FParallelMeshDrawCommandPass::DispatchDraw(this=<unavailable>, ParallelCommandListSet=0x0000000000000000, RHICmdList=0x000000011419ced0) const at MeshDrawCommands.cpp:2490:5 [opt]
    frame #13: 0x000000010cf4f77c MyGame`FMobileSceneRenderer::RenderMobileBasePass(this=0x000000013c6d9600, RHICmdList=<unavailable>, PassViews=const TArrayView<const FViewInfo *, int> @ 0x000000016dee1700) at MobileBasePassRendering.cpp:771:59 [opt]
    frame #14: 0x000000010cf5d5e4 MyGame`FMobileSceneRenderer::RenderForward_Original(this=0x000000013c6d9600, RHICmdList=0x000000011419ced0, ViewList=<unavailable>, View=<unavailable>, SceneContext=<unavailable>, InOutParam=<unavailable>) at MobileRenderForwardProcesses.cpp:622:481 [opt]
    frame #15: 0x000000010d0c4190 MyGame`FMobileSceneRenderer::RenderForward(this=0x000000013c6d9600, RHICmdList=0x000000011419ced0, ViewList=const TArrayView<const FViewInfo *, int> @ 0x000000016dee1af8, InOutParam=0x000000016dee1cc0) at MobileShadingRenderer.cpp:3029:53 [opt]
    frame #16: 0x000000010d0be75c MyGame`FMobileSceneRenderer::Render(this=<unavailable>, RHICmdList=<unavailable>) at MobileShadingRenderer.cpp:2713:16 [opt]
    frame #17: 0x000000010d4b01ac MyGame`RenderViewFamily_RenderThread(RHICmdList=0x000000011419ced0, SceneRenderer=0x000000013c6d9600) at SceneRendering.cpp:0 [opt]
    frame #18: 0x000000010d4aef94 MyGame`TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_58>::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&) [inlined] FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_58::operator()(this=0x0000000136ad2318, RHICmdList=0x000000011419ced0) const at SceneRendering.cpp:4713:5 [opt]
    frame #19: 0x000000010d4aef18 MyGame`TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_58>::DoTask(this=0x0000000136ad2318, CurrentThread=<unavailable>, MyCompletionGraphEvent=<unavailable>) at RenderingThread.h:190:3 [opt]
    frame #20: 0x000000010d4b382c MyGame`TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::FDrawSceneCommandName, FRendererModule::BeginRenderingViewFamily(FCanvas*, FSceneViewFamily*)::$_58>>::ExecuteTask(this=0x0000000136ad2300, NewTasks=<unavailable>, CurrentThread=<unavailable>) at TaskGraphInterfaces.h:886:9 [opt]
    frame #21: 0x000000010b4cc40c MyGame`FNamedTaskThread::ProcessTasksNamedThread(int, bool) [inlined] FBaseGraphTask::Execute(this=0x0000000136ad2300, NewTasks=size=0, CurrentThread=ActualRenderingThread) at TaskGraphInterfaces.h:524:3 [opt]
    frame #22: 0x000000010b4cc3e0 MyGame`FNamedTaskThread::ProcessTasksNamedThread(this=<unavailable>, QueueIndex=<unavailable>, bAllowStall=<unavailable>) at TaskGraph.cpp:709:11 [opt]
    frame #23: 0x000000010b4ca0f4 MyGame`FNamedTaskThread::ProcessTasksUntilQuit(this=0x0000000136a9a400, QueueIndex=0) at TaskGraph.cpp:600:4 [opt]
    frame #24: 0x000000010c94baec MyGame`RenderingThreadMain(TaskGraphBoundSyncEvent=<unavailable>) at RenderingThread.cpp:377:29 [opt]
    frame #25: 0x000000010c965668 MyGame`FRenderingThread::Run(this=0x0000000282e1c740) at RenderingThread.cpp:535:4 [opt]
    frame #26: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881c6ac0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #27: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881c6ac0) at PThreadRunnableThread.h:185:15 [opt]
    frame #28: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #105, name = 'RTHeartBeat 3'    // RenderingThreadTickHeartbeat线程
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=0.00625000009) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=0.00625000009) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x000000010c971e70 MyGame`FRenderingThreadTickHeartbeat::Run(this=<unavailable>) at RenderingThread.cpp:593:4 [opt]
    frame #6: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881c6f40) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #7: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881c6f40) at PThreadRunnableThread.h:185:15 [opt]
    frame #8: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #110, name = 'MSDKV5-Work-4'
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x0000000132b2e424 MSDKCore`GCloud::MSDK::MSDKCondition::Wait(GCloud::MSDK::MSDKMutex&) + 12
    frame #3: 0x0000000132b2db88 MSDKCore`GCloud::MSDK::MSDKThreadManager::WorkThreadRunLoop() + 160
    frame #4: 0x0000000132b2dad4 MSDKCore`GCloud::MSDK::MSDKThreadManager::StartWorkRoutine(void*) + 84
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #111, name = 'ace_rp_queue'
    frame #0: 0x00000001f9c8b904 libsystem_kernel.dylib`sem_wait + 8
    frame #1: 0x00000001327c7b28 tersafe`___lldb_unnamed_symbol3006 + 124
    frame #2: 0x00000001328139d0 tersafe`___lldb_unnamed_symbol4139 + 396
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #114, name = 'com.tencent.tpns'
    frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000001b251ba9c CoreFoundation`__CFRunLoopServiceMachPort + 160
    frame #5: 0x00000001b2519994 CoreFoundation`__CFRunLoopRun + 1208
    frame #6: 0x00000001b25193f8 CoreFoundation`CFRunLoopRunSpecific + 608
    frame #7: 0x00000001b14ac3ec Foundation`-[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212
    frame #8: 0x00000001b14aa7e4 Foundation`-[NSRunLoop(NSRunLoop) run] + 64
    frame #9: 0x000000010457618c MyGame`+[XGTPNSQueueManager threadEntryPoint:] + 216
    frame #10: 0x00000001b152fd40 Foundation`__NSThread__start__ + 732
    frame #11: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #120, name = 'com.apple.CFStream.LegacyThread'
    frame #0: 0x00000001f9c7d178 libsystem_kernel.dylib`mach_msg2_trap + 8
    frame #1: 0x00000001f9c7cf10 libsystem_kernel.dylib`mach_msg2_internal + 80
    frame #2: 0x00000001f9c7ce28 libsystem_kernel.dylib`mach_msg_overwrite + 436
    frame #3: 0x00000001f9c7cc68 libsystem_kernel.dylib`mach_msg + 24
    frame #4: 0x00000001b251ba9c CoreFoundation`__CFRunLoopServiceMachPort + 160
    frame #5: 0x00000001b2519994 CoreFoundation`__CFRunLoopRun + 1208
    frame #6: 0x00000001b25193f8 CoreFoundation`CFRunLoopRunSpecific + 608
    frame #7: 0x00000001b2623ae0 CoreFoundation`_legacyStreamRunLoop_workThread + 300
    frame #8: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #121, name = 'com.apple.CFSocket.private'
    frame #0: 0x00000001f9c89860 libsystem_kernel.dylib`__select + 8
    frame #1: 0x00000001b25c5778 CoreFoundation`__CFSocketManager + 636
    frame #2: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #122, name = 'FLuaDeadLoopCheck'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=1) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=1) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x000000010a480744 MyGame`NS_PDR_SLUA::FDeadLoopCheck::Run(this=0x0000000286917210) at PDRLuaState.cpp:877:4 [opt]
    frame #6: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000288190cc0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #7: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000288190cc0) at PThreadRunnableThread.h:185:15 [opt]
    frame #8: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #123, name = 'GVoiceCdnv'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000013300cc24 GVoice_dylib`apollo::TaskFlow::Loop() + 196
    frame #4: 0x0000000133005b08 GVoice_dylib`cdnv_thread_main_routine(void*) + 36
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #124, name = 'GVoiceUtil'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x0000000132f7eec8 GVoice_dylib`ApolloTVE::ThreadUtil::SysThreadProc() + 76
    frame #4: 0x0000000132e1672c GVoice_dylib`ApolloTVE::CSysThread::GSysThreadProc(void*) + 24
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #125, name = 'GVoiceCapture'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x0000000132f4c0a0 GVoice_dylib`ApolloTVE::ThreadRender::SysThreadProc() + 268
    frame #4: 0x0000000132e1672c GVoice_dylib`ApolloTVE::CSysThread::GSysThreadProc(void*) + 24
    frame #5: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #126, name = 'ace_cs2'
    frame #0: 0x00000001f9c89860 libsystem_kernel.dylib`__select + 8
    frame #1: 0x000000013279a60c tersafe`___lldb_unnamed_symbol2285 + 260
    frame #2: 0x00000001328139d0 tersafe`___lldb_unnamed_symbol4139 + 396
    frame #3: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #127, name = 'FChunkCacheWorker'       // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x000000028564ed00, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295ddc98a8) at Event.h:74:10 [opt]    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x000000016627f2c0) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881b1f80) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881b1f80) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #130, name = 'FChunkCacheWorker'         // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000285686400, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x0000002971f64c82) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167fc5220) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000288192be0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000288192be0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #131, name = 'FChunkCacheWorker'           // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000285798fc0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x0000002971f8acd0) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000166295170) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881b0c60) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881b0c60) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #132, name = 'FChunkCacheWorker'         // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281540480, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cb4ce75) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167f95890) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000288190d20) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000288190d20) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #133, name = 'FChunkCacheWorker'          // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002856b5320, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cc7c1e3) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167fdafa0) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881fdb00) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881fdb00) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #134, name = 'FChunkCacheWorker'         // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002856b5200, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cb710b5) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167fbf4d0) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000288182400) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000288182400) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #135, name = 'FChunkCacheWorker'         // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002815979f0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295ce0224c) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000161196560) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881fc2a0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881fc2a0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #136, name = 'FChunkCacheWorker'          // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281722a30, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cf8c433) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167fc4e60) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881f8240) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881f8240) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #137, name = 'FChunkCacheWorker'           // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281540870, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cbb3bc4) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000166273680) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028818ca20) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028818ca20) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #138, name = 'FChunkCacheWorker'          // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002855baf40, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295d310837) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167fbec00) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881fb660) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881fb660) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #139, name = 'FChunkCacheWorker'         // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002817266d0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295d499049) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167fc37c0) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000288181200) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000288181200) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #140, name = 'FChunkCacheWorker'            // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002815977b0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cbe76dd) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000166281d50) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x0000000288188c00) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x0000000288188c00) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #141, name = 'FChunkCacheWorker'            // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002855b0bd0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295d555561) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167fd6080) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881ef540) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881ef540) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #142, name = 'FChunkCacheWorker'            // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x000000028564ed90, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cc0da4e) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167fd36b0) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002881ef9c0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002881ef9c0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #143, name = 'FChunkCacheWorker'            // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x0000000281540240, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cc254b7) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167f5f810) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002880a4d80) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002880a4d80) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #144, name = 'FChunkCacheWorker'            // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002815fde60, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cc3ab9e) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167f5a570) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x00000002880ab5a0) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x00000002880ab5a0) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #145, name = 'FChunkCacheWorker'           // FChunkCacheWorker线程
    frame #0: 0x00000001f9c7db1c libsystem_kernel.dylib`__psynch_cvwait + 8
    frame #1: 0x000000021c61efd4 libsystem_pthread.dylib`_pthread_cond_wait + 1228
    frame #2: 0x000000010b53b120 MyGame`FPThreadEvent::Wait(this=0x00000002855b0cf0, WaitTime=4294967295, bIgnoreThreadIdleStats=<unavailable>) at GenericPlatformProcess.cpp:416:14 [opt]
    frame #3: 0x000000010df7eb94 MyGame`FChunkCacheWorker::Run() [inlined] FEvent::Wait(this=0x000000295cc600a2) at Event.h:74:10 [opt]
    frame #4: 0x000000010df7eb80 MyGame`FChunkCacheWorker::Run(this=0x0000000167f5cc80) at SignedArchiveReader.cpp:72:28 [opt]
    frame #5: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028809c840) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #6: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028809c840) at PThreadRunnableThread.h:185:15 [opt]
    frame #7: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #158, name = 'QCloudQueue'
    frame #0: 0x00000001f9c7d978 libsystem_kernel.dylib`__semwait_signal + 8
    frame #1: 0x00000001ba532f20 libsystem_c.dylib`nanosleep + 220
    frame #2: 0x00000001ba532e38 libsystem_c.dylib`usleep + 68
    frame #3: 0x000000010b539518 MyGame`FGenericPlatformProcess::Sleep(float) [inlined] FGenericPlatformProcess::SleepNoStats(Seconds=0.200000003) at GenericPlatformProcess.cpp:332:3 [opt]
    frame #4: 0x000000010b539504 MyGame`FGenericPlatformProcess::Sleep(Seconds=0.200000003) at GenericPlatformProcess.cpp:324:2 [opt]
    frame #5: 0x000000010a1edda8 MyGame`MFQCloudService::ThreadRoutine(this=0x0000000113cbef80) at MFQCloudService.cpp:124:3 [opt]
    frame #6: 0x000000010a1f1924 MyGame`FQCloudQueueRunable::Run(this=<unavailable>) at MFQCloudService.cpp:65:13 [opt]
    frame #7: 0x000000010b5bb8c8 MyGame`FRunnableThreadPThread::Run(this=0x000000028c046700) at PThreadRunnableThread.cpp:25:24 [opt]
    frame #8: 0x000000010b55905c MyGame`FRunnableThreadPThread::_ThreadProc(pThis=0x000000028c046700) at PThreadRunnableThread.h:185:15 [opt]
    frame #9: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #162
    frame #0: 0x000000021c61f9fc libsystem_pthread.dylib`start_wqthread
  thread #165
    frame #0: 0x000000021c61f9fc libsystem_pthread.dylib`start_wqthread
  thread #170
    frame #0: 0x00000001f9c856d0 libsystem_kernel.dylib`__workq_kernreturn + 8
  thread #175
    frame #0: 0x000000021c61f9fc libsystem_pthread.dylib`start_wqthread
  thread #177
    frame #0: 0x00000001f9c856d0 libsystem_kernel.dylib`__workq_kernreturn + 8
  thread #178, name = 'ausm_messenger_for_buffer_disposal'
    frame #0: 0x00000001f9c7d0f4 libsystem_kernel.dylib`semaphore_wait_trap + 8
    frame #1: 0x000000021f28c694 caulk`caulk::semaphore::timed_wait(double) + 212
    frame #2: 0x000000021f28c4c4 caulk`caulk::concurrent::details::worker_thread::run() + 36
    frame #3: 0x000000021f2a573c caulk`void* caulk::thread_proxy<std::__1::tuple<caulk::thread::attributes, void (caulk::concurrent::details::worker_thread::*)(), std::__1::tuple<caulk::concurrent::details::worker_thread*>>>(void*) + 96
    frame #4: 0x000000021c6204d4 libsystem_pthread.dylib`_pthread_start + 136
  thread #179
    frame #0: 0x00000001f9c856d0 libsystem_kernel.dylib`__workq_kernreturn + 8

 

posted on 2024-04-13 15:24  可可西  阅读(149)  评论(0编辑  收藏  举报

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