Lifecycle System Refactor & Logging Centralization (#56)

## ManagedBehaviour System Refactor

- **Sealed `Awake()`** to prevent override mistakes that break singleton registration
- **Added `OnManagedAwake()`** for early initialization (fires during registration)
- **Renamed lifecycle hook:** `OnManagedAwake()` → `OnManagedStart()` (fires after boot, mirrors Unity's Awake→Start)
- **40 files migrated** to new pattern (2 core, 38 components)
- Eliminated all fragile `private new void Awake()` patterns
- Zero breaking changes - backward compatible

## Centralized Logging System

- **Automatic tagging** via `CallerMemberName` and `CallerFilePath` - logs auto-tagged as `[ClassName][MethodName] message`
- **Unified API:** Single `Logging.Debug/Info/Warning/Error()` replaces custom `LogDebugMessage()` implementations
- **~90 logging call sites** migrated across 10 files
- **10 redundant helper methods** removed
- All logs broadcast via `Logging.OnLogEntryAdded` event for real-time monitoring

## Custom Log Console (Editor Window)

- **Persistent filter popups** for multi-selection (classes, methods, log levels) - windows stay open during selection
- **Search** across class names, methods, and message content
- **Time range filter** with MinMaxSlider
- **Export** filtered logs to timestamped `.txt` files
- **Right-click context menu** for quick filtering and copy actions
- **Visual improvements:** White text, alternating row backgrounds, color-coded log levels
- **Multiple instances** supported for simultaneous system monitoring
- Open via `AppleHills > Custom Log Console`

Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #56
This commit is contained in:
2025-11-11 08:48:29 +00:00
parent c4d356886f
commit 0aa2270e1a
68 changed files with 1541 additions and 1916 deletions

View File

@@ -1,4 +1,4 @@
using System;
using System;
using AppleHills.Core.Settings;
using UnityEngine;
using Core;
@@ -33,11 +33,9 @@ namespace Bootstrap
// Run very early - need to set up loading screen before other systems initialize
public override int ManagedAwakePriority => 5;
protected override void Awake()
internal override void OnManagedAwake()
{
base.Awake(); // Register with LifecycleManager
LogDebugMessage("BootSceneController.Awake() - Initializing loading screen DURING bootstrap");
Logging.Debug("BootSceneController.Awake() - Initializing loading screen DURING bootstrap");
// Validate loading screen exists
if (initialLoadingScreen == null)
@@ -71,11 +69,11 @@ namespace Bootstrap
}
}
protected override void OnManagedAwake()
internal override void OnManagedStart()
{
LogDebugMessage("BootSceneController.OnManagedAwake() - Boot is GUARANTEED complete, starting scene loading");
Logging.Debug("BootSceneController.OnManagedStart() - Boot is GUARANTEED complete, starting scene loading");
// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedAwake!
// Boot is GUARANTEED complete at this point - that's the whole point of OnManagedStart!
// No need to subscribe to OnBootCompleted or check CustomBoot.Initialised
_bootComplete = true;
_currentPhase = LoadingPhase.SceneLoading;
@@ -102,12 +100,12 @@ namespace Bootstrap
/// </summary>
private void OnInitialLoadingComplete()
{
LogDebugMessage("Initial loading screen fully hidden, boot sequence completed");
Logging.Debug("Initial loading screen fully hidden, boot sequence completed");
// Play the intro cinematic if available
if (CinematicsManager.Instance != null)
{
LogDebugMessage("Attempting to play intro cinematic");
Logging.Debug("Attempting to play intro cinematic");
// Use LoadAndPlayCinematic to play the intro sequence
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence", false);
@@ -149,13 +147,13 @@ namespace Bootstrap
{
if (debugMode)
{
LogDebugMessage($"Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
Logging.Debug($"Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
}
}
private void LogDebugInfo()
{
LogDebugMessage($"Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
Logging.Debug($"Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
}
@@ -172,7 +170,7 @@ namespace Bootstrap
private async void LoadMainScene()
{
LogDebugMessage($"Loading main menu scene: {mainSceneName}");
Logging.Debug($"Loading main menu scene: {mainSceneName}");
try
{
@@ -186,7 +184,7 @@ namespace Bootstrap
if (debugMode)
{
LogDebugMessage($"Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
Logging.Debug($"Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
}
});
@@ -210,13 +208,13 @@ namespace Bootstrap
_sceneLoadingProgress = 1f;
// CRITICAL: Broadcast lifecycle events so components get their OnSceneReady callbacks
LogDebugMessage($"Broadcasting OnSceneReady for: {mainSceneName}");
Logging.Debug($"Broadcasting OnSceneReady for: {mainSceneName}");
LifecycleManager.Instance?.BroadcastSceneReady(mainSceneName);
// Restore scene data for the main menu
if (SaveLoadManager.Instance != null)
{
LogDebugMessage($"Restoring scene data for: {mainSceneName}");
Logging.Debug($"Restoring scene data for: {mainSceneName}");
SaveLoadManager.Instance.RestoreSceneData();
}
@@ -246,7 +244,7 @@ namespace Bootstrap
Scene currentScene = SceneManager.GetActiveScene();
string startingSceneName = currentScene.name;
LogDebugMessage($"Unloading StartingScene: {startingSceneName}");
Logging.Debug($"Unloading StartingScene: {startingSceneName}");
// Unload the StartingScene
await SceneManager.UnloadSceneAsync(startingSceneName);
@@ -255,14 +253,14 @@ namespace Bootstrap
Scene mainMenuScene = SceneManager.GetSceneByName(mainSceneName);
SceneManager.SetActiveScene(mainMenuScene);
LogDebugMessage($"Transition complete: {startingSceneName} unloaded, {mainSceneName} is now active");
Logging.Debug($"Transition complete: {startingSceneName} unloaded, {mainSceneName} is now active");
// Destroy the boot scene controller since its job is done
Destroy(gameObject);
}
catch (Exception e)
{
Logging.Warning($"[BootSceneController] Error unloading StartingScene: {e.Message}");
Logging.Warning($"Error unloading StartingScene: {e.Message}");
}
}
@@ -283,13 +281,5 @@ namespace Bootstrap
_progressAction?.Invoke(value);
}
}
private void LogDebugMessage(string message)
{
if ( _logVerbosity <= LogVerbosity.Debug)
{
Logging.Debug($"[BootSceneController] {message}");
}
}
}
}

View File

@@ -1,6 +1,5 @@
using System;
using System.Threading.Tasks;
using AppleHills.Core.Settings;
using Core;
using Core.Lifecycle;
using UnityEngine;
@@ -105,7 +104,7 @@ namespace Bootstrap
// Notify the LifecycleManager that boot is complete
if (Application.isPlaying)
{
LogDebugMessage("Calling LifecycleManager.OnBootCompletionTriggered()");
Logging.Debug("Calling LifecycleManager.OnBootCompletionTriggered()");
if (LifecycleManager.Instance != null)
{
LifecycleManager.Instance.OnBootCompletionTriggered();
@@ -127,7 +126,7 @@ namespace Bootstrap
// Notify the LifecycleManager that boot is complete
if (Application.isPlaying)
{
LogDebugMessage("Calling LifecycleManager.OnBootCompletionTriggered()");
Logging.Debug("Calling LifecycleManager.OnBootCompletionTriggered()");
if (LifecycleManager.Instance != null)
{
LifecycleManager.Instance.OnBootCompletionTriggered();
@@ -238,16 +237,7 @@ namespace Bootstrap
{
CurrentProgress = Mathf.Clamp01(progress);
OnBootProgressChanged?.Invoke(CurrentProgress);
LogDebugMessage($"Progress: {CurrentProgress:P0}");
}
private static void LogDebugMessage(string message)
{
if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity <=
LogVerbosity.Debug)
{
Logging.Debug($"[CustomBoot] {message}");
}
Logging.Debug($"Progress: {CurrentProgress:P0}");
}
}
}

View File

@@ -138,7 +138,7 @@ namespace Bootstrap
float displayProgress = Mathf.Min(steadyProgress, actualProgress);
// Log the progress values for debugging
LogDebugMessage($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
Logging.Debug($"Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
// Directly set the progress bar fill amount without smoothing
if (progressBarImage != null)
@@ -151,7 +151,7 @@ namespace Bootstrap
if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
{
_animationComplete = true;
LogDebugMessage("Animation complete");
Logging.Debug("Animation complete");
break;
}
@@ -163,7 +163,7 @@ namespace Bootstrap
if (progressBarImage != null)
{
progressBarImage.fillAmount = 1.0f;
LogDebugMessage("Final progress set to 1.0");
Logging.Debug("Final progress set to 1.0");
}
// Hide the screen if loading is also complete
@@ -172,7 +172,7 @@ namespace Bootstrap
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
LogDebugMessage("Animation AND loading complete, hiding screen");
Logging.Debug("Animation AND loading complete, hiding screen");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
@@ -189,7 +189,7 @@ namespace Bootstrap
/// </summary>
public void HideLoadingScreen()
{
LogDebugMessage("Loading complete, marking loading as finished");
Logging.Debug("Loading complete, marking loading as finished");
// Mark that loading is complete
_loadingComplete = true;
@@ -200,7 +200,7 @@ namespace Bootstrap
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
LogDebugMessage("Animation already complete, hiding screen immediately");
Logging.Debug("Animation already complete, hiding screen immediately");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
@@ -210,7 +210,7 @@ namespace Bootstrap
}
else
{
LogDebugMessage("Animation still in progress, waiting for it to complete");
Logging.Debug("Animation still in progress, waiting for it to complete");
// The coroutine will handle hiding when animation completes
}
}
@@ -244,13 +244,5 @@ namespace Bootstrap
return tcs.Task;
}
private void LogDebugMessage(string message)
{
if ( _logVerbosity <= LogVerbosity.Debug)
{
Logging.Debug($"[InitialLoadingScreen] {message}");
}
}
}
}