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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@@ -16,7 +16,7 @@ namespace PuzzleS
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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protected override void OnManagedAwake()
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internal override void OnManagedStart()
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{
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// Initialize after all managers are ready
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}
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@@ -28,7 +28,7 @@ namespace PuzzleS
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#region Save/Load Lifecycle Hooks
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protected override string OnSceneSaveRequested()
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internal override string OnSceneSaveRequested()
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{
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// Save scene-specific progress
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var state = new BirdGameState
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@@ -38,7 +38,7 @@ namespace PuzzleS
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return JsonUtility.ToJson(state);
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}
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protected override void OnSceneRestoreRequested(string serializedData)
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internal override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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@@ -32,7 +32,7 @@ namespace PuzzleS
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// Enum for tracking proximity state (simplified to just Close and Far)
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public enum ProximityState { Close, Far }
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protected override void Awake()
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internal override void OnManagedAwake()
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{
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_interactable = GetComponent<InteractableBase>();
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@@ -56,14 +56,10 @@ namespace PuzzleS
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Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
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}
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}
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base.Awake();
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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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base.OnManagedAwake();
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// Register with PuzzleManager - safe to access .Instance here
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if (stepData != null && PuzzleManager.Instance != null)
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{
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@@ -96,15 +96,13 @@ namespace PuzzleS
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public override int ManagedAwakePriority => 80; // Puzzle systems
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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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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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@@ -591,7 +589,7 @@ namespace PuzzleS
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#region Save/Load Lifecycle Hooks
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protected override string OnSceneSaveRequested()
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internal override string OnSceneSaveRequested()
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{
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if (_currentLevelData == null)
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{
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@@ -611,7 +609,7 @@ namespace PuzzleS
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return json;
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}
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protected override void OnSceneRestoreRequested(string data)
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internal override void OnSceneRestoreRequested(string data)
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{
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Logging.Debug("[XAXA] PuzzleManager loading with data: " + data);
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