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