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

@@ -47,11 +47,9 @@ namespace Core
// ManagedBehaviour configuration
public override int ManagedAwakePriority => 15; // Core infrastructure, after GameManager
private new void Awake()
internal override void OnManagedAwake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
// Set instance immediately so it's available before OnManagedAwake() is called
// Set instance immediately (early initialization)
_instance = this;
// Initialize current scene tracking - critical for scene management
@@ -65,17 +63,17 @@ namespace Core
}
}
protected override void OnManagedAwake()
internal override void OnManagedStart()
{
// Set up loading screen reference and events
// This must happen in ManagedAwake because LoadingScreenController instance needs to be set first
// This must happen in ManagedStart because LoadingScreenController instance needs to be set first
_loadingScreen = LoadingScreenController.Instance;
SetupLoadingScreenEvents();
// Load verbosity settings
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
LogDebugMessage($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
Logging.Debug($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
}
/// <summary>
@@ -93,19 +91,19 @@ namespace Core
if (activeScene.name != BootstrapSceneName)
{
CurrentGameplayScene = activeScene.name;
LogDebugMessage($"Initialized with current scene: {CurrentGameplayScene}");
Logging.Debug($"Initialized with current scene: {CurrentGameplayScene}");
}
// Otherwise default to MainMenu
else
{
CurrentGameplayScene = "AppleHillsOverworld";
LogDebugMessage($"Initialized with default scene: {CurrentGameplayScene}");
Logging.Debug($"Initialized with default scene: {CurrentGameplayScene}");
}
}
else
{
CurrentGameplayScene = "AppleHillsOverworld";
LogDebugMessage($"No valid active scene, defaulting to: {CurrentGameplayScene}");
Logging.Debug($"No valid active scene, defaulting to: {CurrentGameplayScene}");
}
}
@@ -307,7 +305,7 @@ namespace Core
}
// PHASE 2: Broadcast scene unloading - notify components to cleanup
LogDebugMessage($"Broadcasting OnSceneUnloading for: {oldSceneName}");
Logging.Debug($"Broadcasting OnSceneUnloading for: {oldSceneName}");
LifecycleManager.Instance?.BroadcastSceneUnloading(oldSceneName);
// PHASE 3: Save scene-specific data via SaveLoadManager (unless skipSave is true)
@@ -316,19 +314,19 @@ namespace Core
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
if (debugSettings.useSaveLoadSystem)
{
LogDebugMessage($"Saving scene data for: {oldSceneName}");
Logging.Debug($"Saving scene data for: {oldSceneName}");
SaveLoadManager.Instance.SaveSceneData();
}
}
else if (skipSave)
{
LogDebugMessage($"Skipping save for: {oldSceneName} (skipSave=true)");
Logging.Debug($"Skipping save for: {oldSceneName} (skipSave=true)");
}
// PHASE 4: Clear PuzzleManager state before scene transition
if (PuzzleS.PuzzleManager.Instance != null)
{
LogDebugMessage($"Clearing puzzle state before scene transition");
Logging.Debug($"Clearing puzzle state before scene transition");
PuzzleS.PuzzleManager.Instance.ClearPuzzleState();
}
@@ -352,7 +350,7 @@ namespace Core
}
else
{
Logging.Warning($"[SceneManagerService] Previous scene '{oldSceneName}' is not loaded, skipping unload.");
Logging.Warning($"Previous scene '{oldSceneName}' is not loaded, skipping unload.");
}
}
@@ -364,7 +362,7 @@ namespace Core
}
// PHASE 8: Begin scene loading mode - enables priority-ordered component initialization
LogDebugMessage($"Beginning scene load for: {newSceneName}");
Logging.Debug($"Beginning scene load for: {newSceneName}");
LifecycleManager.Instance?.BeginSceneLoad(newSceneName);
// PHASE 9: Load new gameplay scene
@@ -372,7 +370,7 @@ namespace Core
CurrentGameplayScene = newSceneName;
// PHASE 10: Broadcast scene ready - processes batched components in priority order, then calls OnSceneReady
LogDebugMessage($"Broadcasting OnSceneReady for: {newSceneName}");
Logging.Debug($"Broadcasting OnSceneReady for: {newSceneName}");
LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
// PHASE 11: Restore scene-specific data via SaveLoadManager
@@ -381,14 +379,14 @@ namespace Core
var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
if (debugSettings.useSaveLoadSystem)
{
LogDebugMessage($"Restoring scene data for: {newSceneName}");
Logging.Debug($"Restoring scene data for: {newSceneName}");
SaveLoadManager.Instance.RestoreSceneData();
}
}
else if (skipSave)
{
SaveLoadManager.Instance.RestoreSceneData();
LogDebugMessage($"Skipping restore for: {newSceneName} (skipSave=true)");
Logging.Debug($"Skipping restore for: {newSceneName} (skipSave=true)");
}
// PHASE 12: Only hide the loading screen if autoHideLoadingScreen is true
@@ -397,13 +395,5 @@ namespace Core
_loadingScreen.HideLoadingScreen();
}
}
private void LogDebugMessage(string message)
{
if (_logVerbosity <= LogVerbosity.Debug)
{
Logging.Debug($"[SceneManagerService] {message}");
}
}
}
}