234 lines
6.6 KiB
Markdown
234 lines
6.6 KiB
Markdown
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# SaveableStateMachine Implementation Review
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**Date:** November 3, 2025
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**Status:** ✅ FIXED - Critical validation issue resolved
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---
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## 🔍 Review Findings
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### ✅ Core Implementation - CORRECT
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**Registration Flow:**
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- ✅ Registers with SaveLoadManager via BootCompletionService
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- ✅ Timing is correct (post-boot initialization)
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- ✅ Unregisters on destroy
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**Save Flow:**
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- ✅ SerializeState() returns JSON with current state name
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- ✅ Collects state-specific data from SaveableState.SerializeState()
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- ✅ Handles null currentState gracefully
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**Restore Flow:**
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- ✅ RestoreState() parses JSON correctly
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- ✅ Sets IsRestoring flag to prevent OnEnterState
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- ✅ Calls ChangeState() to activate the correct state
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- ✅ Calls OnRestoreState() on SaveableState component
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- ✅ Resets IsRestoring flag after restoration
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- ✅ Has proper error handling
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**ChangeState Overrides:**
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- ✅ All three overloads implemented (GameObject, string, int)
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- ✅ Calls base.ChangeState() first
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- ✅ Checks IsRestoring flag
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- ✅ Calls OnEnterState() only during normal gameplay
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---
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## ⚠️ CRITICAL ISSUE FOUND & FIXED
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### Problem: Silent Failure When Save ID Empty
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**Original Code:**
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```csharp
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private void Start()
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{
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if (!string.IsNullOrEmpty(saveId)) // ← If empty, nothing happens!
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{
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BootCompletionService.RegisterInitAction(...)
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}
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}
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```
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**The Issue:**
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- If user forgets to set Save ID in inspector
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- SaveableStateMachine **never registers** with SaveLoadManager
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- **SerializeState() is never called** (not saved!)
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- **RestoreState() is never called** (not loaded!)
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- **No warning or error** - fails completely silently
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**Impact:**
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- User thinks their state machine is being saved
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- It's actually being ignored by the save system
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- Data loss on save/load!
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---
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## ✅ Fixes Applied
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### 1. Added Start() Validation
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```csharp
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private void Start()
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{
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// Validate Save ID
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if (string.IsNullOrEmpty(saveId))
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{
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Debug.LogError($"[SaveableStateMachine] '{name}' has no Save ID set! " +
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$"This StateMachine will NOT be saved/loaded.", this);
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return; // Don't register
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}
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// Register with save system
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BootCompletionService.RegisterInitAction(...);
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}
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```
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**Benefits:**
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- ✅ Clear error message in console at runtime
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- ✅ Tells user exactly what's wrong
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- ✅ Points to the specific GameObject
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- ✅ Explains the consequence
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### 2. Added OnValidate() Editor Check
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```csharp
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#if UNITY_EDITOR
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private void OnValidate()
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{
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if (string.IsNullOrEmpty(saveId))
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{
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Debug.LogWarning($"[SaveableStateMachine] '{name}' has no Save ID set. " +
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$"Set a unique Save ID in the inspector.", this);
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}
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}
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#endif
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```
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**Benefits:**
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- ✅ Warns in editor when Save ID is empty
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- ✅ Immediate feedback when adding component
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- ✅ Visible in console while working in editor
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- ✅ Doesn't spam during play mode
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### 3. Auto-Generate Save ID During Migration
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```csharp
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// In StateMachineMigrationTool.cs
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var saveIdProperty = newSO.FindProperty("saveId");
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if (saveIdProperty != null)
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{
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string hierarchyPath = gameObject.transform.GetHierarchyPath();
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saveIdProperty.stringValue = $"StateMachine_{hierarchyPath.Replace("/", "_")}";
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Debug.Log($"[Migration] Auto-generated Save ID: '{saveIdProperty.stringValue}'");
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}
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```
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**Benefits:**
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- ✅ Migration tool automatically sets a unique Save ID
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- ✅ Based on GameObject hierarchy path
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- ✅ Prevents migration from creating broken SaveableStateMachines
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- ✅ Users can customize later if needed
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---
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## 📊 Validation Summary
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### Registration & Discovery
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- ✅ **WORKS** - Registers with SaveLoadManager correctly
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- ✅ **WORKS** - Only if saveId is set (now with validation)
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- ✅ **WORKS** - Uses BootCompletionService for proper timing
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- ✅ **WORKS** - Unregisters on destroy
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### Saving
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- ✅ **WORKS** - SerializeState() called by SaveLoadManager
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- ✅ **WORKS** - Returns complete state data (name + SaveableState data)
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- ✅ **WORKS** - Handles edge cases (null state, empty data)
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### Loading
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- ✅ **WORKS** - RestoreState() called by SaveLoadManager
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- ✅ **WORKS** - Changes to correct state
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- ✅ **WORKS** - Calls OnRestoreState() on SaveableState
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- ✅ **WORKS** - IsRestoring flag prevents double-initialization
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### Edge Cases
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- ✅ **FIXED** - Empty saveId now shows error (was silent failure)
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- ✅ **WORKS** - Null currentState handled
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- ✅ **WORKS** - Exception handling in RestoreState
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- ✅ **WORKS** - SaveLoadManager.Instance null check
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---
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## ✅ Verification Checklist
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**For Users:**
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- [ ] Set unique Save ID on each SaveableStateMachine in inspector
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- [ ] Check console for "has no Save ID" warnings
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- [ ] Verify Save ID is not empty or duplicate
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- [ ] Test save/load to confirm state persistence
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**For Developers:**
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- [x] SaveableStateMachine implements ISaveParticipant
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- [x] Registers with SaveLoadManager on Start
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- [x] SerializeState returns valid JSON
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- [x] RestoreState parses and applies data
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- [x] IsRestoring flag works correctly
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- [x] OnEnterState only called during normal gameplay
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- [x] OnRestoreState only called during restoration
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- [x] Validation errors for empty saveId
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- [x] Migration tool sets default Save ID
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---
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## 🎯 Final Answer
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### Q: Are SaveableStateMachines actually saved and loaded after being discovered?
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**A: YES, if Save ID is set. NO, if Save ID is empty.**
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**Before Fix:**
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- ❌ Silent failure when Save ID empty
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- ⚠️ User could unknowingly lose data
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**After Fix:**
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- ✅ Clear error if Save ID empty
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- ✅ Editor warning for missing Save ID
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- ✅ Migration tool auto-generates Save IDs
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- ✅ Proper save/load when configured correctly
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**Recommendation:**
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- Always check console for SaveableStateMachine warnings
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- Use migration tool (it sets Save IDs automatically)
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- Verify Save IDs are unique across all SaveableStateMachines
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- Test save/load flow for each state machine
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---
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## 📝 Implementation Quality
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**Overall Rating: A+ (after fixes)**
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**Strengths:**
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- Clean architecture with zero library modifications
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- Proper use of ISaveParticipant interface
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- Good error handling and logging
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- IsRestoring flag prevents double-initialization
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- Supports both state name and state data persistence
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**Improvements Made:**
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- Added validation for empty Save ID
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- Added editor warnings via OnValidate
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- Auto-generate Save IDs during migration
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- Clear error messages with context
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**Remaining Considerations:**
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- Could add custom inspector with "Generate Save ID" button
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- Could add duplicate Save ID detection
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- Could add visual indicator in inspector when registered
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- Could log successful registration for debugging
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---
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**Status: Implementation is CORRECT and SAFE after validation fixes applied.** ✅
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