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AppleHillsProduction/docs/SaveableStateMachine_Review.md

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