Files
AppleHillsProduction/docs/managed_behavior/architecture_overview.md

94 lines
3.0 KiB
Markdown
Raw Normal View History

# ManagedBehaviour System - Architecture Overview
**Version:** 2.0 <br>
**Updated:** 11.11.2025
---
## What is the ManagedBehaviour System?
Lifecycle orchestration framework that provides guaranteed execution order and deterministic lifecycle management for Unity components.
### Problems Solved
We've had quite a few things shoe-stringed together in various ways and dependant on references to each other.
Due to undefined initialization order - null references during access to yet uninitialized resources was becoming a problem.
### What You Get
- **Guaranteed Initialization Order** - Managers ready before components that depend on them
- **Deterministic Lifecycle Hooks** - Predictable callbacks at key moments
- **Automatic Registration** - No boilerplate for wiring up systems
- **Scene Lifecycle Events** - Built-in hooks for scene load/unload
- **Save/Load Coordination** - Centralized collection of save data
- **Bootstrap Integration** - Components know when bootstrap completes
---
## Architecture Principles
### 1. Centralized Orchestration
Single `LifecycleManager` singleton coordinates all lifecycle events. Components auto-register and receive callbacks at appropriate times.
### 2. Sealed Framework Methods
`Awake()` and `OnDestroy()` are sealed. Use `OnManagedAwake()` and `OnManagedDestroy()` instead. Prevents forgetting to call `base.Awake()`.
### 3. Two-Phase Initialization
- **Early (`OnManagedAwake()`)**: During Unity's Awake, before bootstrap. Use for singleton setup.
- **Late (`OnManagedStart()`)**: After bootstrap completes. All managers guaranteed ready.
### 4. Registration Order Execution
Execution follows Unity's natural Awake order. No priority numbers to manage.
### 5. Automatic Cleanup
Framework handles unregistration automatically. Override `OnManagedDestroy()` only if you need custom cleanup.
---
## Lifecycle Flow Diagrams
### Boot Sequence
![Boot Sequence](../media/boot_sequence.png)
### Scene Transition Flow
![Scene Transition Flow](../media/Scene_transition_flow.png)
### Component Lifecycle (Individual Component)
![Component Lifecycle](../media/component_lifecycle.png)
---
## Class Diagram
![Class Diagram](../media/class_diagram.png)
---
## Key Guarantees
### Guaranteed
1. **Bootstrap Completion** - `OnManagedStart()` always fires after bootstrap completes
2. **Manager Availability** - All manager singletons exist when `OnManagedStart()` is called
3. **Scene Lifecycle** - `OnSceneReady()` fires after scene load, `OnSceneUnloading()` before unload
4. **Automatic Registration** - Can't forget to register (Awake is sealed)
5. **Automatic Cleanup** - Can't forget to unregister (OnDestroy is sealed)
6. **Save/Load Coordination** - All save participants called in one pass
### Not Guaranteed
1. **Initialization Order Between Components** - `OnManagedAwake()` follows Unity's unpredictable Awake order
2. **Thread Safety** - All methods must run on main thread
3. **Performance** - Broadcasting to 1000+ components may have overhead
4. **SaveId Uniqueness** - Developer responsible for unique SaveIds