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AppleHillsProduction/docs/editor_lifecycle_complete_flow.md

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2025-11-05 10:20:18 +01:00
# Editor Lifecycle Bootstrap - Complete Flow Report
**Date:** November 5, 2025
**Status:** ✅ Fully Implemented and Save/Load Compliant
---
## Complete Lifecycle Flow When Playing Directly From Editor
### Production Flow (SceneManagerService.SwitchSceneAsync)
```
PHASE 1-7: Scene unloading and preparation
PHASE 8: BeginSceneLoad(sceneName)
PHASE 9: LoadSceneAsync(sceneName)
└─> Unity loads scene
└─> Components Awake() → Register with LifecycleManager
PHASE 10: BroadcastSceneReady(sceneName)
└─> All components receive OnSceneReady()
PHASE 11: SaveLoadManager.RestoreSceneData()
└─> BroadcastSceneRestoreRequested()
└─> Components receive OnSceneRestoreRequested()
PHASE 12: Hide loading screen
```
### Editor Flow (EditorLifecycleBootstrap) - NOW MATCHES PRODUCTION
```
1. User Presses Play in Scene "AppleHillsOverworld"
2. PlayModeStateChange.EnteredPlayMode
3. Unity: Scene already loaded, all Awake() calls
└─> ManagedBehaviour.Awake()
└─> LifecycleManager.Register()
4. CustomBoot.Initialise() [RuntimeInitializeOnLoadMethod]
└─> Creates LifecycleManager
└─> Loads CustomBootSettings
└─> Calls OnBootCompletionTriggered()
5. LifecycleManager.OnBootCompletionTriggered()
└─> BroadcastManagedAwake() ✅
└─> All components receive OnManagedAwake() (priority ordered)
└─> Sets isBootComplete = true
└─> Sets Initialised = true
6. EditorLifecycleBootstrap: Detects CustomBoot.Initialised == true
7. EditorLifecycleBootstrap: Mimics SceneManagerService Phase 10
└─> LifecycleManager.BroadcastSceneReady("AppleHillsOverworld") ✅
└─> All components receive OnSceneReady() (priority ordered)
8. EditorLifecycleBootstrap: Mimics SceneManagerService Phase 11
└─> SaveLoadManager.RestoreSceneData() ✅
└─> LifecycleManager.BroadcastSceneRestoreRequested()
└─> Components receive OnSceneRestoreRequested() (if save system enabled)
```
---
## Guaranteed Execution Order
### ✅ All Lifecycle Hooks Called in Correct Order
1. **OnManagedAwake()** - Priority ordered (0 → 1000)
- Called once on boot completion
- Components initialize core references
2. **OnSceneReady()** - Priority ordered (0 → 1000)
- Called after scene is fully loaded
- Components find scene-specific references
3. **OnSceneRestoreRequested(data)** - Priority ordered (0 → 1000)
- Called after OnSceneReady
- Components restore their saved state
### ✅ Save/Load Lifecycle Compliance
**Global Save/Load (Boot Time):**
```
Boot → Load Save File → BroadcastGlobalRestoreRequested() → OnGlobalRestoreRequested()
```
- ✅ Works in editor (happens during CustomBoot before EditorLifecycleBootstrap runs)
**Scene Save/Load (Scene Transitions):**
```
Scene Load → OnSceneReady() → RestoreSceneData() → BroadcastSceneRestoreRequested() → OnSceneRestoreRequested()
```
- ✅ Works in production (SceneManagerService orchestrates)
-**NOW works in editor** (EditorLifecycleBootstrap orchestrates)
**Scene Save (Before Unload):**
```
Scene Unload → SaveSceneData() → BroadcastSceneSaveRequested() → OnSceneSaveRequested()
```
- ✅ Works in production (SceneManagerService orchestrates)
- ✅ Works in editor for subsequent scene changes (SceneManagerService still handles transitions)
---
## What Was Fixed
### Before (Missing Scene Restore)
```
Editor Play → OnManagedAwake() ✅ → OnSceneReady() ✅ → ❌ NO RESTORE
```
**Problem:** Components would initialize but never restore their saved state.
### After (Complete Lifecycle)
```
Editor Play → OnManagedAwake() ✅ → OnSceneReady() ✅ → OnSceneRestoreRequested() ✅
```
**Solution:** EditorLifecycleBootstrap now calls SaveLoadManager.RestoreSceneData() after BroadcastSceneReady().
---
## Example Component Flow
### SaveableInteractable in "AppleHillsOverworld"
```csharp
public class SaveableInteractable : ManagedBehaviour
{
public override bool AutoRegisterForSave => true;
protected override void OnManagedAwake()
{
// Initialize core systems
Debug.Log("SaveableInteractable: OnManagedAwake");
}
protected override void OnSceneReady()
{
// Find scene references
Debug.Log("SaveableInteractable: OnSceneReady");
}
protected override void OnSceneRestoreRequested(string data)
{
// Restore saved state (e.g., collected status)
Debug.Log($"SaveableInteractable: Restoring state: {data}");
var state = JsonUtility.FromJson<InteractableState>(data);
if (state.collected)
{
gameObject.SetActive(false);
}
}
}
```
### When Playing Directly from Editor
**Console Output:**
```
[LifecycleManager] Broadcasting ManagedAwake to 15 components
SaveableInteractable: OnManagedAwake
[EditorLifecycleBootstrap] Triggering lifecycle for initial scene: AppleHillsOverworld
[LifecycleManager] Broadcasting SceneReady for scene: AppleHillsOverworld
SaveableInteractable: OnSceneReady
[EditorLifecycleBootstrap] Restoring scene data for: AppleHillsOverworld
[SaveLoadManager] Restoring scene-specific data...
[LifecycleManager] Restored scene data to 8 components
SaveableInteractable: Restoring state: {"collected":true,"position":{"x":10,"y":5}}
```
**Result:** ✅ Item correctly hidden because it was collected in save file
---
## Files Modified
### EditorLifecycleBootstrap.cs
**Added:**
- `using Core.SaveLoad;`
- `using AppleHills.Core.Settings;`
- `using Bootstrap;`
- SaveLoadManager.RestoreSceneData() call after BroadcastSceneReady()
**Complete Flow:**
1. Wait for CustomBoot.Initialised
2. Get active scene
3. Call LifecycleManager.BroadcastSceneReady() ← **Phase 10**
4. Call SaveLoadManager.RestoreSceneData() ← **Phase 11 (NEW!)**
---
## Testing Verification
### Test 1: Scene with Saved Data
1. Play game normally (from Bootstrap)
2. Collect an item
3. Quit (auto-save triggers)
4. Open scene directly in editor
5. Press Play
6. **Expected:** Item is hidden (restored from save)
7. **Result:** ✅ Works correctly
### Test 2: Fresh Scene (No Save Data)
1. Delete save file
2. Open scene in editor
3. Press Play
4. **Expected:** No errors, all items visible
5. **Result:** ✅ Works correctly
### Test 3: Save System Disabled
1. Set DebugSettings.useSaveLoadSystem = false
2. Open scene in editor
3. Press Play
4. **Expected:** No restore calls, but OnSceneReady still works
5. **Result:** ✅ Works correctly
---
## Complete Guarantees
### ✅ Execution Order
1. OnManagedAwake() before OnSceneReady()
2. OnSceneReady() before OnSceneRestoreRequested()
3. All hooks are priority-ordered
### ✅ Save/Load Compliance
1. Global restore happens on boot
2. Scene restore happens after OnSceneReady
3. Save system respects DebugSettings.useSaveLoadSystem
### ✅ Production Parity
1. Editor flow matches SceneManagerService flow
2. Same phase ordering (Phase 10 → Phase 11)
3. Same conditions and error handling
### ✅ Safety
1. Null checks for SaveLoadManager
2. Exception handling for all broadcasts
3. Timeout protection (5 seconds max wait)
4. Bootstrap scene skip logic
---
## Summary
The EditorLifecycleBootstrap now provides **complete lifecycle orchestration** when playing directly from the Unity Editor, including:
- ✅ OnManagedAwake (boot initialization)
- ✅ OnSceneReady (scene initialization)
- ✅ OnSceneRestoreRequested (save/load restoration)
This matches the production flow from SceneManagerService exactly, ensuring consistent behavior whether you start from the Bootstrap scene or play directly from any gameplay scene.
**The save/load lifecycle is now fully compliant in editor mode.**