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
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@@ -50,20 +50,18 @@ namespace Core
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public override int ManagedAwakePriority => 75; // Item registry
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private new void Awake()
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internal override void OnManagedAwake()
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{
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base.Awake(); // CRITICAL: Register with LifecycleManager!
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// Set instance immediately so it's available before OnManagedAwake() is called
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// Set instance immediately (early initialization)
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_instance = this;
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}
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protected override void OnManagedAwake()
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internal override void OnManagedStart()
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{
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Logging.Debug("[ItemManager] Initialized");
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}
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protected override void OnSceneReady()
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internal override void OnSceneReady()
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{
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// Replaces SceneLoadStarted subscription for clearing registrations
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ClearAllRegistrations();
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@@ -144,7 +142,6 @@ namespace Core
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{
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s.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
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s.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
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s.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
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s.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
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}
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}
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@@ -191,7 +188,6 @@ namespace Core
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// Subscribe to all slot events
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slot.OnCorrectItemSlotted += ItemSlot_OnCorrectItemSlotted;
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slot.OnIncorrectItemSlotted += ItemSlot_OnIncorrectItemSlotted;
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slot.OnForbiddenItemSlotted += ItemSlot_OnForbiddenItemSlotted;
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slot.OnItemSlotRemoved += ItemSlot_OnItemSlotRemoved;
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}
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}
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@@ -204,7 +200,6 @@ namespace Core
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// Unsubscribe from all slot events
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slot.OnCorrectItemSlotted -= ItemSlot_OnCorrectItemSlotted;
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slot.OnIncorrectItemSlotted -= ItemSlot_OnIncorrectItemSlotted;
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slot.OnForbiddenItemSlotted -= ItemSlot_OnForbiddenItemSlotted;
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slot.OnItemSlotRemoved -= ItemSlot_OnItemSlotRemoved;
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}
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}
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