Add docs to the logger

This commit is contained in:
Michal Pikulski
2025-11-11 09:30:11 +01:00
parent 4dfe6202fd
commit 32ecbf4dc4
4 changed files with 566 additions and 978 deletions

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@@ -49,11 +49,6 @@ namespace Editor
#region UI State
private bool showClassFilter = true;
private bool showMethodFilter = false;
private bool showLevelFilter = true;
private bool showTimeFilter = false;
// Colors for log levels
private readonly Color debugColor = Color.white;
private readonly Color infoColor = Color.white;
@@ -123,7 +118,6 @@ namespace Editor
private void OnGUI()
{
DrawToolbar();
DrawFilters();
DrawLogEntries();
}
@@ -144,11 +138,46 @@ namespace Editor
// Auto-scroll toggle
autoScroll = GUILayout.Toggle(autoScroll, "Auto-scroll", EditorStyles.toolbarButton, GUILayout.Width(80));
GUILayout.Space(10);
// Class Filter Button
string classLabel = selectedClassFilters.Count == 0 ? "Classes: All" :
selectedClassFilters.Count == activeClassTags.Count ? "Classes: All" :
$"Classes: {selectedClassFilters.Count}";
if (GUILayout.Button(new GUIContent(classLabel, "Filter by class"), EditorStyles.toolbarDropDown, GUILayout.Width(100)))
{
ShowClassFilterMenu();
}
// Method Filter Button
string methodLabel = selectedMethodFilters.Count == 0 ? "Methods: All" :
selectedMethodFilters.Count == activeMethodTags.Count ? "Methods: All" :
$"Methods: {selectedMethodFilters.Count}";
if (GUILayout.Button(new GUIContent(methodLabel, "Filter by method"), EditorStyles.toolbarDropDown, GUILayout.Width(110)))
{
ShowMethodFilterMenu();
}
// Log Level Filter Button
string levelLabel = selectedLevelFilters.Count == 4 ? "Levels: All" :
selectedLevelFilters.Count == 0 ? "Levels: None" :
$"Levels: {selectedLevelFilters.Count}";
if (GUILayout.Button(new GUIContent(levelLabel, "Filter by log level"), EditorStyles.toolbarDropDown, GUILayout.Width(90)))
{
ShowLevelFilterMenu();
}
// Time Range Filter Button
if (GUILayout.Button(new GUIContent("⏱", "Time range filter"), EditorStyles.toolbarButton, GUILayout.Width(25)))
{
ShowTimeRangeWindow();
}
GUILayout.FlexibleSpace();
// Log count
var filteredCount = GetFilteredLogs().Count();
GUILayout.Label($"{filteredCount} / {allLogs.Count} logs", GUILayout.Width(100));
// Search box
GUILayout.Label("Search:", GUILayout.Width(50));
searchText = GUILayout.TextField(searchText, EditorStyles.toolbarSearchField, GUILayout.Width(150));
GUILayout.Space(10);
@@ -158,135 +187,55 @@ namespace Editor
ExportLogs();
}
GUILayout.Space(10);
GUILayout.Space(5);
// Search box
GUILayout.Label("Search:", GUILayout.Width(50));
searchText = GUILayout.TextField(searchText, EditorStyles.toolbarSearchField, GUILayout.Width(200));
// Log count
var filteredCount = GetFilteredLogs().Count();
GUILayout.Label($"{filteredCount}/{allLogs.Count}", GUILayout.Width(80));
EditorGUILayout.EndHorizontal();
}
private void DrawFilters()
private void ShowClassFilterMenu()
{
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
// Class Filters
showClassFilter = EditorGUILayout.Foldout(showClassFilter, $"Class Filters ({selectedClassFilters.Count} selected)", true);
if (showClassFilter)
{
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("All", GUILayout.Width(50)))
ClassFilterWindow.ShowWindow(this, activeClassTags, selectedClassFilters,
(newSelection) =>
{
selectedClassFilters = new HashSet<string>(activeClassTags);
}
if (GUILayout.Button("None", GUILayout.Width(50)))
selectedClassFilters = newSelection;
Repaint();
});
}
private void ShowMethodFilterMenu()
{
MethodFilterWindow.ShowWindow(this, activeMethodTags, selectedMethodFilters,
(newSelection) =>
{
selectedClassFilters.Clear();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginVertical();
foreach (var tag in activeClassTags.OrderBy(t => t))
selectedMethodFilters = newSelection;
Repaint();
});
}
private void ShowLevelFilterMenu()
{
LevelFilterWindow.ShowWindow(this, selectedLevelFilters,
(newSelection) =>
{
bool isSelected = selectedClassFilters.Contains(tag);
bool newSelection = EditorGUILayout.ToggleLeft(tag, isSelected);
if (newSelection && !isSelected)
selectedClassFilters.Add(tag);
else if (!newSelection && isSelected)
selectedClassFilters.Remove(tag);
}
EditorGUILayout.EndVertical();
EditorGUI.indentLevel--;
}
EditorGUILayout.Space(5);
// Method Filters
showMethodFilter = EditorGUILayout.Foldout(showMethodFilter, $"Method Filters ({selectedMethodFilters.Count} selected)", true);
if (showMethodFilter)
{
EditorGUI.indentLevel++;
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("All", GUILayout.Width(50)))
selectedLevelFilters = newSelection;
Repaint();
});
}
private void ShowTimeRangeWindow()
{
TimeRangeFilterWindow.ShowWindow(this, enableTimeFilter, minTimestamp, maxTimestamp, currentMaxTimestamp,
(enabled, min, max) =>
{
selectedMethodFilters = new HashSet<string>(activeMethodTags);
}
if (GUILayout.Button("None", GUILayout.Width(50)))
{
selectedMethodFilters.Clear();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginVertical();
foreach (var tag in activeMethodTags.OrderBy(t => t))
{
bool isSelected = selectedMethodFilters.Contains(tag);
bool newSelection = EditorGUILayout.ToggleLeft(tag, isSelected);
if (newSelection && !isSelected)
selectedMethodFilters.Add(tag);
else if (!newSelection && isSelected)
selectedMethodFilters.Remove(tag);
}
EditorGUILayout.EndVertical();
EditorGUI.indentLevel--;
}
EditorGUILayout.Space(5);
// Log Level Filters
showLevelFilter = EditorGUILayout.Foldout(showLevelFilter, "Log Level Filters", true);
if (showLevelFilter)
{
EditorGUI.indentLevel++;
foreach (LogLevel level in Enum.GetValues(typeof(LogLevel)))
{
bool isSelected = selectedLevelFilters.Contains(level);
bool newSelection = EditorGUILayout.ToggleLeft(level.ToString(), isSelected);
if (newSelection && !isSelected)
selectedLevelFilters.Add(level);
else if (!newSelection && isSelected)
selectedLevelFilters.Remove(level);
}
EditorGUI.indentLevel--;
}
EditorGUILayout.Space(5);
// Time Range Filter
showTimeFilter = EditorGUILayout.Foldout(showTimeFilter, "Time Range Filter", true);
if (showTimeFilter)
{
EditorGUI.indentLevel++;
enableTimeFilter = EditorGUILayout.Toggle("Enable Time Filter", enableTimeFilter);
if (enableTimeFilter && currentMaxTimestamp > 0)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField($"Min: {minTimestamp:F2}s", GUILayout.Width(100));
EditorGUILayout.LabelField($"Max: {maxTimestamp:F2}s", GUILayout.Width(100));
EditorGUILayout.EndHorizontal();
EditorGUILayout.MinMaxSlider(
ref minTimestamp,
ref maxTimestamp,
0,
currentMaxTimestamp);
}
EditorGUI.indentLevel--;
}
EditorGUILayout.EndVertical();
enableTimeFilter = enabled;
minTimestamp = min;
maxTimestamp = max;
Repaint();
});
}
private void DrawLogEntries()
@@ -508,5 +457,373 @@ namespace Editor
#endregion
}
/// <summary>
/// Persistent popup window for class filtering with multi-selection support
/// </summary>
public class ClassFilterWindow : EditorWindow
{
private HashSet<string> availableTags;
private HashSet<string> selectedTags;
private System.Action<HashSet<string>> onApply;
private Vector2 scrollPosition;
private string searchFilter = "";
public static void ShowWindow(CustomLogWindow parent, HashSet<string> available, HashSet<string> selected,
System.Action<HashSet<string>> applyCallback)
{
var window = CreateInstance<ClassFilterWindow>();
window.titleContent = new GUIContent("Class Filter");
window.availableTags = available;
window.selectedTags = new HashSet<string>(selected);
window.onApply = applyCallback;
var parentRect = parent.position;
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 300, 400);
window.ShowUtility();
}
private void OnGUI()
{
EditorGUILayout.Space(5);
// Control buttons
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("All", GUILayout.Width(60)))
{
if (availableTags != null)
selectedTags = new HashSet<string>(availableTags);
}
if (GUILayout.Button("None", GUILayout.Width(60)))
{
selectedTags.Clear();
}
GUILayout.FlexibleSpace();
searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField, GUILayout.Width(150));
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
// Scrollable list of toggles
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
if (availableTags != null && availableTags.Count > 0)
{
var filteredTags = string.IsNullOrEmpty(searchFilter)
? availableTags.OrderBy(t => t)
: availableTags.Where(t => t.Contains(searchFilter, StringComparison.OrdinalIgnoreCase)).OrderBy(t => t);
foreach (var tag in filteredTags)
{
bool isSelected = selectedTags.Contains(tag);
bool newSelection = EditorGUILayout.ToggleLeft(tag, isSelected);
if (newSelection != isSelected)
{
if (newSelection)
selectedTags.Add(tag);
else
selectedTags.Remove(tag);
}
}
}
else
{
EditorGUILayout.HelpBox("No classes available", MessageType.Info);
}
EditorGUILayout.EndScrollView();
EditorGUILayout.Space(5);
// Apply/Close buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", GUILayout.Width(80)))
{
onApply?.Invoke(selectedTags);
Close();
}
if (GUILayout.Button("Close", GUILayout.Width(80)))
{
Close();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
}
}
/// <summary>
/// Persistent popup window for method filtering with multi-selection support
/// </summary>
public class MethodFilterWindow : EditorWindow
{
private HashSet<string> availableTags;
private HashSet<string> selectedTags;
private System.Action<HashSet<string>> onApply;
private Vector2 scrollPosition;
private string searchFilter = "";
public static void ShowWindow(CustomLogWindow parent, HashSet<string> available, HashSet<string> selected,
System.Action<HashSet<string>> applyCallback)
{
var window = CreateInstance<MethodFilterWindow>();
window.titleContent = new GUIContent("Method Filter");
window.availableTags = available;
window.selectedTags = new HashSet<string>(selected);
window.onApply = applyCallback;
var parentRect = parent.position;
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 300, 400);
window.ShowUtility();
}
private void OnGUI()
{
EditorGUILayout.Space(5);
// Control buttons
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("All", GUILayout.Width(60)))
{
if (availableTags != null)
selectedTags = new HashSet<string>(availableTags);
}
if (GUILayout.Button("None", GUILayout.Width(60)))
{
selectedTags.Clear();
}
GUILayout.FlexibleSpace();
searchFilter = EditorGUILayout.TextField(searchFilter, EditorStyles.toolbarSearchField, GUILayout.Width(150));
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
// Scrollable list of toggles
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
if (availableTags != null && availableTags.Count > 0)
{
var filteredTags = string.IsNullOrEmpty(searchFilter)
? availableTags.OrderBy(t => t)
: availableTags.Where(t => t.Contains(searchFilter, StringComparison.OrdinalIgnoreCase)).OrderBy(t => t);
foreach (var tag in filteredTags)
{
bool isSelected = selectedTags.Contains(tag);
bool newSelection = EditorGUILayout.ToggleLeft(tag, isSelected);
if (newSelection != isSelected)
{
if (newSelection)
selectedTags.Add(tag);
else
selectedTags.Remove(tag);
}
}
}
else
{
EditorGUILayout.HelpBox("No methods available", MessageType.Info);
}
EditorGUILayout.EndScrollView();
EditorGUILayout.Space(5);
// Apply/Close buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", GUILayout.Width(80)))
{
onApply?.Invoke(selectedTags);
Close();
}
if (GUILayout.Button("Close", GUILayout.Width(80)))
{
Close();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
}
}
/// <summary>
/// Persistent popup window for log level filtering with multi-selection support
/// </summary>
public class LevelFilterWindow : EditorWindow
{
private HashSet<LogLevel> selectedLevels;
private System.Action<HashSet<LogLevel>> onApply;
public static void ShowWindow(CustomLogWindow parent, HashSet<LogLevel> selected,
System.Action<HashSet<LogLevel>> applyCallback)
{
var window = CreateInstance<LevelFilterWindow>();
window.titleContent = new GUIContent("Log Level Filter");
window.selectedLevels = new HashSet<LogLevel>(selected);
window.onApply = applyCallback;
var parentRect = parent.position;
window.position = new Rect(parentRect.x + 50, parentRect.y + 50, 250, 180);
window.ShowUtility();
}
private void OnGUI()
{
EditorGUILayout.Space(5);
// Control buttons
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("All", GUILayout.Width(60)))
{
selectedLevels = new HashSet<LogLevel>
{
LogLevel.Debug, LogLevel.Info, LogLevel.Warning, LogLevel.Error
};
}
if (GUILayout.Button("None", GUILayout.Width(60)))
{
selectedLevels.Clear();
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(10);
// Log level toggles
foreach (LogLevel level in Enum.GetValues(typeof(LogLevel)))
{
bool isSelected = selectedLevels.Contains(level);
bool newSelection = EditorGUILayout.ToggleLeft(level.ToString(), isSelected);
if (newSelection != isSelected)
{
if (newSelection)
selectedLevels.Add(level);
else
selectedLevels.Remove(level);
}
}
EditorGUILayout.Space(10);
// Apply/Close buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", GUILayout.Width(80)))
{
onApply?.Invoke(selectedLevels);
Close();
}
if (GUILayout.Button("Close", GUILayout.Width(80)))
{
Close();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(5);
}
}
/// <summary>
/// Popup window for configuring time range filters
/// </summary>
public class TimeRangeFilterWindow : EditorWindow
{
private bool enableTimeFilter;
private float minTimestamp;
private float maxTimestamp;
private float currentMaxTimestamp;
private System.Action<bool, float, float> onApply;
public static void ShowWindow(CustomLogWindow parent, bool enabled, float min, float max, float currentMax,
System.Action<bool, float, float> applyCallback)
{
var window = CreateInstance<TimeRangeFilterWindow>();
window.titleContent = new GUIContent("Time Range Filter");
window.enableTimeFilter = enabled;
window.minTimestamp = min;
window.maxTimestamp = max;
window.currentMaxTimestamp = currentMax;
window.onApply = applyCallback;
// Position near the parent window
var parentRect = parent.position;
window.position = new Rect(parentRect.x + 100, parentRect.y + 100, 350, 120);
window.ShowUtility();
}
private void OnGUI()
{
EditorGUILayout.Space(10);
enableTimeFilter = EditorGUILayout.Toggle("Enable Time Filter", enableTimeFilter);
EditorGUILayout.Space(5);
if (enableTimeFilter && currentMaxTimestamp > 0)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField($"Min: {minTimestamp:F2}s", GUILayout.Width(100));
EditorGUILayout.LabelField($"Max: {maxTimestamp:F2}s", GUILayout.Width(100));
EditorGUILayout.EndHorizontal();
EditorGUILayout.MinMaxSlider(
ref minTimestamp,
ref maxTimestamp,
0,
currentMaxTimestamp);
EditorGUILayout.Space(5);
EditorGUILayout.BeginHorizontal();
if (GUILayout.Button("Reset Range"))
{
minTimestamp = 0;
maxTimestamp = currentMaxTimestamp;
}
EditorGUILayout.EndHorizontal();
}
else if (enableTimeFilter)
{
EditorGUILayout.HelpBox("No logs available for time filtering", MessageType.Info);
}
EditorGUILayout.Space(10);
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Apply", GUILayout.Width(80)))
{
onApply?.Invoke(enableTimeFilter, minTimestamp, maxTimestamp);
Close();
}
if (GUILayout.Button("Cancel", GUILayout.Width(80)))
{
Close();
}
GUILayout.FlexibleSpace();
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space(10);
}
}
}

120
docs/custom_log_console.md Normal file
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@@ -0,0 +1,120 @@
# Custom Log Console
## Overview
A centralized logging system with an advanced filtering console that automatically tags log entries with class and method names. Provides powerful filtering capabilities beyond Unity's default console, including multi-select filters, text search, time-range filtering, and log export.
## Using the Logging System in Code
All logging automatically captures the calling class and method name using `CallerMemberName` and `CallerFilePath` attributes. Simply call the static logging methods:
```csharp
using Core;
public class MyClass : ManagedBehaviour
{
internal override void OnManagedStart()
{
Logging.Debug("Initialization complete");
Logging.Info("Player spawned at position");
Logging.Warning("Missing configuration, using defaults");
Logging.Error("Failed to load required asset");
}
}
```
**Output format:**
```
[ClassName][MethodName] Your message
```
**Available methods:**
- `Logging.Debug(string message)` - Detailed diagnostic information
- `Logging.Info(string message)` - General informational messages
- `Logging.Warning(string message)` - Non-critical issues
- `Logging.Error(string message)` - Critical errors
**Note:** All logs are broadcast via the `Logging.OnLogEntryAdded` event and stored in a central buffer accessible via `Logging.GetRecentLogs()`.
---
## Opening the Console Window
**Menu:** `AppleHills > Custom Log Console`
You can open multiple independent console instances with different filter configurations to monitor separate systems simultaneously
---
## Console Interface
![Custom Log Console Interface](media/custom_console.png)
### Toolbar Controls
#### 🔵 Basic Controls (Blue outline)
- **Clear** - Clears all log entries and resets tag lists
- **Auto-scroll** - Automatically scrolls to newest entries when enabled
#### Filter Buttons (Persistent Popups)
All filter buttons open persistent popup windows that remain open during multi-selection. Changes apply when you click "Apply" or dismiss with "Close".
- **🔴 Classes Filter (Red outline)**
- Multi-select which classes to display
- Includes search box for quick filtering
- All/None quick actions
- **🟢 Methods Filter (Green outline)**
- Multi-select which methods to display
- Includes search box for quick filtering
- All/None quick actions
- **🟡 Levels Filter (Yellow outline)**
- Toggle Debug, Info, Warning, Error levels
- All/None quick actions
- **⏱ Time Filter**
- Opens utility window with MinMaxSlider
- Filter logs by timestamp range
- Enable/disable toggle with reset option
#### Search & Export
- **Search** - Full-text search across class names, method names, and message content
- **Export** - Save filtered logs to .txt file with timestamp
- **Count** - Shows `filtered/total` log count
---
## Visual Indicators
**Color Coding:**
- White: Debug/Info (normal operation)
- Yellow: Warning (non-critical issues)
- Red: Error (critical failures)
**Alternating Rows:** Light/dark grey backgrounds improve readability for dense log output.
---
## Technical Details
**Event Broadcasting:**
```csharp
Logging.OnLogEntryAdded += (LogEntry entry) => { /* handle */ };
```
**Manual Log Retrieval:**
```csharp
List<LogEntry> recentLogs = Logging.GetRecentLogs();
```
**LogEntry Structure:**
- `ClassName` - Captured from calling file path
- `MethodName` - Captured from `CallerMemberName`
- `Message` - User-provided message text
- `Level` - Debug/Info/Warning/Error enum
- `Timestamp` - Time.realtimeSinceStartup
- `FullFormattedMessage` - Complete formatted string
---

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@@ -1,849 +0,0 @@
# ManagedBehaviour System - Architecture Review
**Date:** November 10, 2025
**Reviewer:** Senior System Architect
**Status:****IMPLEMENTATION COMPLETE**
**Implementation Date:** November 10, 2025
---
## Executive Summary
The ManagedBehaviour system is a **well-designed lifecycle orchestration framework** that successfully provides guaranteed execution order and lifecycle management for Unity MonoBehaviours. The core architecture is sound, but there are **several code quality issues** that should be addressed to improve maintainability, reduce cognitive overhead, and enhance developer experience.
**Overall Assessment:** ✅ Good foundation, needs refinement
**Complexity Rating:** Medium-High (could be simplified)
**Developer-Friendliness:** Medium (confusion points exist)
---
## ✅ IMPLEMENTATION COMPLETED (November 10, 2025)
### Critical Issue Resolved: The `new` Keyword Pattern
**Problem:** 16+ singleton classes used the fragile `private new void Awake()` pattern that required developers to remember to call `base.Awake()` or registration would silently fail.
**Solution Implemented:**
1. **Sealed Awake()** - Changed from `protected virtual` to `private` - cannot be overridden
2. **New Early Hook** - Added `OnManagedAwake()` that fires during registration for early setup (singletons, GetComponent)
3. **Renamed Late Hook** - Renamed old `OnManagedAwake()``OnManagedStart()` for clarity (mirrors Unity's Awake→Start pattern)
4. **Bulk Migration** - Updated all 40 affected files to use new pattern
### Before & After:
**Before (Fragile):**
```csharp
private new void Awake()
{
base.Awake(); // CRITICAL: Must call or breaks!
_instance = this;
}
protected override void OnManagedAwake()
{
// Late initialization
}
```
**After (Foolproof):**
```csharp
protected override void OnManagedAwake()
{
_instance = this; // Early - automatic registration happened first
}
protected override void OnManagedStart()
{
// Late initialization - all managers guaranteed ready
}
```
### Impact:
-**40 files modified** (2 core, 38 components)
-**Zero compilation errors**
-**Eliminated all fragile `new` keyword patterns**
-**Removed all "CRITICAL" comment warnings**
-**Clearer mental model** (Awake→Start pattern familiar to Unity devs)
### Status: **READY FOR TESTING**
---
## 1. System Architecture Analysis
### Core Components
```
CustomBoot (Static Bootstrap)
↓ Creates
LifecycleManager (Singleton Orchestrator)
↓ Registers & Broadcasts to
ManagedBehaviour (Abstract Base Class)
↓ Inherited by
Concrete Game Components (AudioManager, InputManager, etc.)
```
### Lifecycle Flow
**Boot Phase:**
1. `[RuntimeInitializeOnLoadMethod]``CustomBoot.Initialise()`
2. `LifecycleManager.CreateInstance()` (before bootstrap)
3. Components register via `Awake()``LifecycleManager.Register()`
4. Bootstrap completes → `OnBootCompletionTriggered()`
5. `BroadcastManagedAwake()` → All components receive `OnManagedAwake()` in priority order
**Scene Transition Phase:**
1. `BeginSceneLoad(sceneName)` - Batching mode activated
2. New components register during scene load → Added to pending batch
3. `BroadcastSceneReady()` → Process batched components, then broadcast `OnSceneReady()`
**Save/Load Phase:**
- Scene saves: `BroadcastSceneSaveRequested()``OnSceneSaveRequested()`
- Global saves: `BroadcastGlobalSaveRequested()``OnGlobalSaveRequested()`
- Restores: Similar pattern with `OnSceneRestoreRequested()` and `OnGlobalRestoreRequested()`
### ✅ What Works Well
1. **Guaranteed Execution Order**: Priority-based sorted lists ensure deterministic execution
2. **Separation of Concerns**: Bootstrap, scene lifecycle, and save/load are clearly separated
3. **Automatic Registration**: Components auto-register in `Awake()`, reducing boilerplate
4. **Late Registration Support**: Components that spawn after boot/scene load are handled correctly
5. **Scene Batching**: Smart batching during scene load prevents premature initialization
6. **Auto-registration Features**: `AutoRegisterPausable` and `AutoRegisterForSave` reduce manual wiring
---
## 2. Problematic Code & Complexity Issues
### ✅ RESOLVED: The `new` Keyword Pattern
**Status:****FIXED - Implementation Complete (Nov 10, 2025)**
**Location:** All singleton components inheriting from ManagedBehaviour (WAS in 16+ files)
**Original Problem:**
```csharp
// OLD pattern that was used in 16+ files
private new void Awake()
{
base.Awake(); // CRITICAL: Register with LifecycleManager!
_instance = this;
}
```
**Issues That Existed:**
1. **Misleading Syntax**: `new` keyword hides the base method rather than overriding it
2. **Fragile**: If a derived class forgot `base.Awake()`, registration silently failed
3. **Inconsistent**: Some files used `private new`, creating confusion
4. **Comment Dependency**: Required "CRITICAL" comments because pattern was error-prone
**Solution Implemented:**
- ✅ Changed `ManagedBehaviour.Awake()` to `private` (sealed, cannot override)
- ✅ Added new `OnManagedAwake()` hook for early initialization
- ✅ Renamed old `OnManagedAwake()``OnManagedStart()` for late initialization
- ✅ Migrated all 40 affected files to new pattern
- ✅ Removed all "CRITICAL" comments
- ✅ Zero compilation errors
**New Pattern:**
```csharp
protected override void OnManagedAwake()
{
_instance = this; // Early - singleton setup
}
protected override void OnManagedStart()
{
// Late - manager dependencies safe to access
}
```
**Result:** Pattern is now foolproof - developers cannot mess up registration.
---
### 🟡 MEDIUM: Invoke Methods Bloat
**Location:** `ManagedBehaviour.cs` lines 89-99
```csharp
// Public wrappers to invoke protected lifecycle methods
public void InvokeManagedAwake() => OnManagedAwake();
public void InvokeSceneUnloading() => OnSceneUnloading();
public void InvokeSceneReady() => OnSceneReady();
public string InvokeSceneSaveRequested() => OnSceneSaveRequested();
public void InvokeSceneRestoreRequested(string data) => OnSceneRestoreRequested(data);
public void InvokeSceneRestoreCompleted() => OnSceneRestoreCompleted();
public string InvokeGlobalSaveRequested() => OnGlobalSaveRequested();
public void InvokeGlobalRestoreRequested(string data) => OnGlobalRestoreRequested(data);
public void InvokeManagedDestroy() => OnManagedDestroy();
public void InvokeGlobalLoadCompleted() => OnGlobalLoadCompleted();
public void InvokeGlobalSaveStarted() => OnGlobalSaveStarted();
```
**Problems:**
1. **Code Duplication**: 11 one-liner wrapper methods
2. **Maintenance Burden**: Every new lifecycle hook requires a public wrapper
3. **Leaky Abstraction**: Exposes internal lifecycle to external callers (should only be LifecycleManager)
**Alternative Solutions:**
1. **Make lifecycle methods internal**: Use `internal virtual` instead of `protected virtual` - LifecycleManager can call directly (same assembly)
2. **Reflection**: Use reflection to invoke methods (performance cost, but cleaner API)
3. **Interface Segregation**: Break into multiple interfaces (IBootable, ISceneAware, ISaveable) - more flexible but more complex
**Recommendation:** Use `internal virtual` for lifecycle methods. LifecycleManager and ManagedBehaviour are in the same assembly (`Core.Lifecycle` namespace), so `internal` access is perfect. This eliminates all 11 wrapper methods.
---
### 🟡 MEDIUM: OnDestroy Pattern Confusion
**Location:** Multiple derived classes
**Current State:** Inconsistent override patterns
```csharp
// Pattern 1: Most common (correct)
protected override void OnDestroy()
{
base.OnDestroy(); // Unregisters from LifecycleManager
// Custom cleanup
if (SceneManagerService.Instance != null)
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
}
// Pattern 2: SaveLoadManager (also correct, but verbose)
protected override void OnDestroy()
{
base.OnDestroy(); // Important: call base to unregister from LifecycleManager
if (_instance == this)
_instance = null;
}
```
**Problems:**
1. **Manual Cleanup Required**: Developers must remember to call `base.OnDestroy()`
2. **No OnManagedDestroy Usage**: `OnManagedDestroy()` exists but is rarely used (only 1 reference in SceneManagerService)
3. **Redundant Comments**: Multiple files have comments reminding to call base (fragile pattern)
**Root Cause:** `OnManagedDestroy()` is called from within `ManagedBehaviour.OnDestroy()`, but most developers override `OnDestroy()` directly instead of using `OnManagedDestroy()`.
**Recommendation:**
- Make `OnDestroy()` sealed in `ManagedBehaviour` (or private)
- Encourage use of `OnManagedDestroy()` for all cleanup logic
- Document the difference clearly: `OnManagedDestroy()` = custom cleanup, `OnDestroy()` = framework cleanup (hands-off)
---
### 🟡 MEDIUM: AutoRegisterPausable Mechanism
**Location:** `ManagedBehaviour.cs` line 57, `LifecycleManager.cs` lines 599-609
```csharp
// ManagedBehaviour
public virtual bool AutoRegisterPausable => false;
// LifecycleManager
private void HandleAutoRegistrations(ManagedBehaviour component)
{
if (component.AutoRegisterPausable && component is AppleHills.Core.Interfaces.IPausable pausable)
{
if (GameManager.Instance != null)
{
GameManager.Instance.RegisterPausableComponent(pausable);
LogDebug($"Auto-registered IPausable: {component.gameObject.name}");
}
}
}
```
**Problems:**
1. **Tight Coupling**: `LifecycleManager` has a direct dependency on `GameManager` and `IPausable` interface
2. **Hidden Dependency**: Not obvious from LifecycleManager that it depends on GameManager existing
3. **Single Purpose**: Only handles one type of auto-registration (pausable), but there could be more
4. **Unregister in Base Class**: `ManagedBehaviour.OnDestroy()` also handles pausable unregistration (split responsibility)
**Alternative Approaches:**
1. **Event-Based**: Fire an event after `OnManagedAwake()` that GameManager listens to
2. **Reflection/Attributes**: Use attributes like `[AutoRegisterPausable]` and scan for them
3. **Remove Feature**: Components can register themselves in `OnManagedAwake()` (one line of code)
**Recommendation:** Consider removing `AutoRegisterPausable`. It saves one line of code (`GameManager.Instance.RegisterPausableComponent(this)`) but adds complexity. Most components that implement `IPausable` will want to register anyway, and explicit is better than implicit.
---
### 🟡 MEDIUM: Priority Property Repetition
**Location:** `ManagedBehaviour.cs` lines 13-50
```csharp
// 6 nearly identical priority properties
public virtual int ManagedAwakePriority => 100;
public virtual int SceneUnloadingPriority => 100;
public virtual int SceneReadyPriority => 100;
public virtual int SavePriority => 100;
public virtual int RestorePriority => 100;
public virtual int DestroyPriority => 100;
```
**Problems:**
1. **Repetitive**: 6 properties that do essentially the same thing
2. **Overhead**: Most components only care about 1-2 priorities (usually `ManagedAwakePriority`)
3. **Cognitive Load**: Developers must understand all 6 priorities even if they only use one
**Is This Over-Engineered?**
- **Pro**: Provides fine-grained control over each lifecycle phase
- **Con**: In practice, most components use default (100) for everything except `ManagedAwakePriority`
- **Con**: Save/Restore priorities are rarely customized (mostly manager-level components)
**Recommendation:** Consider consolidating to 2-3 priorities:
- `Priority` (general, affects ManagedAwake, SceneReady, Save, Restore)
- `UnloadPriority` (affects SceneUnloading, Destroy - reverse order)
- Alternatively: Use attributes like `[LifecyclePriority(Phase.ManagedAwake, 20)]` for granular control only when needed
---
### 🟢 MINOR: GetPriorityForList Helper Method
**Location:** `LifecycleManager.cs` lines 639-649
```csharp
private int GetPriorityForList(ManagedBehaviour component, List<ManagedBehaviour> list)
{
if (list == managedAwakeList) return component.ManagedAwakePriority;
if (list == sceneUnloadingList) return component.SceneUnloadingPriority;
if (list == sceneReadyList) return component.SceneReadyPriority;
if (list == saveRequestedList) return component.SavePriority;
if (list == restoreRequestedList) return component.RestorePriority;
if (list == destroyList) return component.DestroyPriority;
return 100;
}
```
**Problems:**
1. **Brittle**: Relies on reference equality checks (works but fragile)
2. **Default Value**: Returns 100 if no match (could hide bugs)
**Recommendation:** Use a dictionary or enum-based lookup. Better yet, if priorities are consolidated (see above), this method becomes simpler or unnecessary.
---
### 🟢 MINOR: InsertSorted Performance
**Location:** `LifecycleManager.cs` lines 620-638
```csharp
private void InsertSorted(List<ManagedBehaviour> list, ManagedBehaviour component, int priority)
{
// Simple linear insertion for now (can optimize with binary search later if needed)
int index = 0;
for (int i = 0; i < list.Count; i++)
{
int existingPriority = GetPriorityForList(list[i], list);
if (priority < existingPriority)
{
index = i;
break;
}
index = i + 1;
}
list.Insert(index, component);
}
```
**Problems:**
1. **O(n) insertion**: Linear search for insertion point
2. **Comment Admits It**: "can optimize with binary search later if needed"
**Is This a Problem?**
- Probably not: Registration happens during Awake/scene load (not runtime-critical)
- Typical projects have 10-100 managed components per scene (O(n) is fine)
- Premature optimization warning: Don't fix unless proven bottleneck
**Recommendation:** Leave as-is unless profiling shows it's a problem. Add a comment explaining why linear is acceptable.
---
### 🟢 MINOR: SaveId Generation Logic
**Location:** `ManagedBehaviour.cs` lines 70-78
```csharp
public virtual string SaveId
{
get
{
string sceneName = gameObject.scene.IsValid() ? gameObject.scene.name : "UnknownScene";
string componentType = GetType().Name;
return $"{sceneName}/{gameObject.name}/{componentType}";
}
}
```
**Problems:**
1. **Runtime Allocation**: Allocates a new string every time it's accessed
2. **Mutable Path Components**: GameObject name can change at runtime (breaks save system)
3. **Collision Risk**: Two objects with same name + type in same scene = collision
**Is This a Problem?**
- Yes: Save IDs should be stable and unique
- No: Most components override this for singletons (e.g., `"PlayerController"`)
**Recommendation:**
1. Cache the SaveId in Awake (don't regenerate on every call)
2. Add validation warnings if GameObject name changes after registration
3. Consider GUID-based IDs for instance-based components (prefabs spawned at runtime)
---
## 3. Code Style Issues
### 🎨 Region Overuse
**Location:** Both `ManagedBehaviour.cs` and `LifecycleManager.cs`
**Current State:**
- `ManagedBehaviour.cs`: 6 regions (Priority Properties, Configuration, Public Accessors, Private Fields, Unity Lifecycle, Managed Lifecycle)
- `LifecycleManager.cs`: 8 regions (Singleton, Lifecycle Lists, Tracking Dictionaries, State Flags, Unity Lifecycle, Registration, Broadcast Methods, Auto-Registration, Helper Methods)
**Opinion:**
- **Pro**: Helps organize long files
- **Con**: Regions are a code smell suggesting the file is doing too much
- **Modern Practice**: Prefer smaller, focused classes over heavily regioned classes
**Recommendation:** Regions are acceptable for these orchestrator classes, but consider:
- Moving priority properties to a separate struct/class (`LifecyclePriorities`)
- Moving auto-registration logic to a separate service
---
### 🎨 Documentation Quality
**Overall:** ✅ Excellent!
**Strengths:**
- Comprehensive XML comments on all public/protected members
- Clear "GUARANTEE" and "TIMING" sections in lifecycle hook docs
- Good use of examples and common patterns
- Warnings about synchronous vs async behavior
**Minor Issues:**
1. Some comments are overly verbose (e.g., `OnSceneRestoreCompleted` has a paragraph explaining async guarantees)
2. "IMPORTANT:" and "GUARANTEE:" prefixes could be standardized
**Recommendation:** Keep the thorough documentation style. Consider extracting complex documentation into markdown files (like you have in `docs/`) and linking to them.
---
### 🎨 Naming Conventions
**Mostly Consistent:**
- Protected methods: `OnManagedAwake()`, `OnSceneReady()`
- Invoke wrappers: `InvokeManagedAwake()`, `InvokeSceneReady()`
- Priority properties: `ManagedAwakePriority`, `SceneReadyPriority`
**Inconsistencies:**
- `OnBootCompletionTriggered()` (passive voice) vs `BroadcastManagedAwake()` (active voice)
- `currentSceneReady` (camelCase field) vs `_instance` (underscore prefix)
**Recommendation:** Minor cleanup pass for consistency (not critical).
---
## 4. Missing Features / Potential Enhancements
### 🔧 No Update/FixedUpdate Management
**Observation:** The system manages initialization and shutdown, but not per-frame updates.
**Question:** Should `ManagedBehaviour` provide ordered Update loops?
**Trade-offs:**
- **Pro**: Could guarantee update order (e.g., InputManager before PlayerController)
- **Con**: Adds performance overhead (one dispatch loop per frame)
- **Con**: Unity's native Update is very optimized (hard to beat)
**Recommendation:** Don't add unless there's a proven need. Most update-order issues can be solved with ScriptExecutionOrder settings.
---
### 🔧 No Pause/Resume Lifecycle Hooks
**Observation:** `IPausable` exists and is auto-registered, but there are no lifecycle hooks for pause/resume events.
**Current State:** Components must implement `IPausable` interface and handle pause/resume manually.
**Potential Enhancement:**
```csharp
protected virtual void OnGamePaused() { }
protected virtual void OnGameResumed() { }
```
**Recommendation:** Consider adding if pause/resume is a common pattern. Alternatively, components can subscribe to GameManager events in `OnManagedAwake()`.
---
### 🔧 Limited Error Recovery
**Observation:** If a component throws in `OnManagedAwake()`, the error is logged but the system continues.
**Current State:**
```csharp
catch (Exception ex)
{
Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
}
```
**Trade-offs:**
- **Pro**: Resilient - one component failure doesn't crash the game
- **Con**: Silent failures can be hard to debug
- **Con**: Components might be in invalid state if initialization failed
**Recommendation:** Consider adding:
1. A flag on component: `HasInitialized` / `InitializationFailed`
2. An event: `OnComponentInitializationFailed(component, exception)`
3. Editor-only hard failures (#if UNITY_EDITOR throw; #endif)
---
## 5. Behavioral Correctness
### ✅ Execution Order: CORRECT
**Boot Components:**
1. All components register during their `Awake()` (sorted by AwakePriority)
2. Bootstrap completes
3. `OnBootCompletionTriggered()``BroadcastManagedAwake()`
4. Components receive `OnManagedAwake()` in priority order (20, 25, 30, 100, etc.)
**Late Registration (Component enabled after boot):**
1. Component's `Awake()` calls `Register()`
2. If boot complete: `OnManagedAwake()` called immediately
3. Component is added to all lifecycle lists
**Scene Load:**
1. `BeginSceneLoad("SceneName")` - batching mode ON
2. Scene loads → New components register → Added to pending batch
3. `BroadcastSceneReady("SceneName")`
4. Batched components processed in priority order → `OnManagedAwake()` called
5. All components (batched + existing) receive `OnSceneReady()`
**Assessment:** ✅ Logic is sound and well-tested
---
### ✅ Save/Load: CORRECT
**Scene Save (During Transition):**
1. `BroadcastSceneSaveRequested()` iterates all components with `AutoRegisterForSave == true`
2. Calls `OnSceneSaveRequested()` → Collects returned data
3. Returns `Dictionary<saveId, serializedData>`
**Scene Restore:**
1. `BroadcastSceneRestoreRequested(saveData)` distributes data by SaveId
2. Calls `OnSceneRestoreRequested(data)` for matching components
3. Calls `BroadcastSceneRestoreCompleted()` → All components receive `OnSceneRestoreCompleted()`
**Global Save/Load:** Same pattern but uses `OnGlobalSaveRequested()` / `OnGlobalRestoreRequested()`
**Assessment:** ✅ Separation of scene vs global state is clean
---
### ⚠️ Unregister Timing: POTENTIAL ISSUE
**Scenario:** Component is destroyed during `BroadcastManagedAwake()`
**Current Protection:**
```csharp
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null) continue; // Null check protects against destroyed objects
component.InvokeManagedAwake();
}
```
**Protection Mechanism:** Copies list before iteration + null checks
**Assessment:** ✅ Handles collection modification correctly
**Minor Issue:** If a component is destroyed, it still remains in `managedAwakeList` copy (but null check prevents execution). The real list is cleaned up when `Unregister()` is called from `OnDestroy()`.
---
### ⚠️ AutoRegisterPausable Unregister: ASYMMETRY
**Registration:**
- Happens in `LifecycleManager.HandleAutoRegistrations()` (after `OnManagedAwake()`)
**Unregistration:**
- Happens in `ManagedBehaviour.OnDestroy()` directly
```csharp
if (AutoRegisterPausable && this is IPausable pausable)
{
GameManager.Instance?.UnregisterPausableComponent(pausable);
}
```
**Issue:** Registration and unregistration logic is split between two classes.
**Recommendation:** Move unregistration to LifecycleManager for symmetry. Call `InvokeManagedDestroy()` before automatic cleanup.
---
## 6. Developer Experience Issues
### 😕 Confusion Point: Awake vs OnManagedAwake
**Common Question:** "When should I use `Awake()` vs `OnManagedAwake()`?"
**Answer:**
- `Awake()`: Set singleton instance, early initialization (before bootstrap)
- `OnManagedAwake()`: Initialization that depends on other systems (after bootstrap)
**Problem:** Requires understanding of bootstrap sequencing (not obvious to new developers)
**Recommendation:**
1. Improve docs with flowchart diagram
2. Add validation: If component accesses `GameManager.Instance` in `Awake()`, warn that it should be in `OnManagedAwake()`
---
### 😕 Confusion Point: OnDestroy vs OnManagedDestroy
**Current Usage:** Only 1 file uses `OnManagedDestroy()` (SceneManagerService)
**Most files override `OnDestroy()`:**
```csharp
protected override void OnDestroy()
{
base.OnDestroy(); // Must remember this!
// Custom cleanup
}
```
**Problem:** The `OnManagedDestroy()` hook exists but isn't being used as intended.
**Recommendation:**
1. Make `OnDestroy()` sealed (force use of `OnManagedDestroy()`)
2. Or deprecate `OnManagedDestroy()` entirely (seems redundant)
---
### 😕 Confusion Point: SaveId Customization
**Default Behavior:** `"SceneName/GameObjectName/ComponentType"`
**Comment Says:** "Override ONLY for special cases (e.g., singletons like 'PlayerController', or custom IDs)"
**Reality:** Many components don't realize they need custom SaveIds until save data collides.
**Recommendation:**
1. Add editor validation: Detect duplicate SaveIds and show warnings
2. Better yet: Generate GUIDs for components that don't override SaveId
3. Document the collision risks more prominently
---
## 7. Recommendations Summary
### ✅ High Priority - IMPLEMENTED
1. **✅ COMPLETE: Eliminated the `new` keyword pattern:**
- ✅ Made `ManagedBehaviour.Awake()` private and sealed
- ✅ Added `protected virtual void OnManagedAwake()` hook for early initialization
- ✅ Renamed old `OnManagedAwake()``OnManagedStart()` for clarity
- ✅ Removed all 16 instances of `private new void Awake()` pattern
- ✅ Removed all "CRITICAL: Register with LifecycleManager!" comments
- **Result:** Pattern is now foolproof - developers can't mess up registration
2. **⏸️ DEFERRED: Seal `OnDestroy()` or deprecate `OnManagedDestroy()`:**
- Current implementation left unchanged
- Reason: Low usage of OnManagedDestroy() suggests it may not be needed
- Recommendation: Monitor usage, consider deprecation in future cleanup
3. **⏸️ DEFERRED: Fix AutoRegister asymmetry:**
- Current implementation left unchanged
- Reason: Works correctly, low priority for immediate refactor
- Recommendation: Revisit if adding more auto-registration features
---
### 🟡 Medium Priority - NOT IMPLEMENTED
4. **Replace Invoke wrappers with `internal virtual` methods:**
- Status: Not implemented in this pass
- Reason: Would require changing method visibility, needs broader testing
- Impact: Low - existing pattern works, just verbose
5. **Consolidate priority properties:**
- Status: Not implemented in this pass
- Reason: Requires analyzing usage patterns across all components
- Impact: Medium - would simplify API but needs careful migration
6. **Cache SaveId:**
- Status: Not implemented in this pass
- Reason: Performance impact unclear, needs profiling first
- Impact: Low - regeneration is cheap for most use cases
---
### 🟢 Low Priority (Nice to Have)
7. **Improve developer documentation:**
- Add flowchart for lifecycle phases
- Create visual diagram of execution order
- Add common pitfalls section
8. **Add editor validation:**
- Warn if SaveId collisions detected
- Warn if base.OnDestroy() not called
- Warn if GameManager accessed in Awake()
9. **Performance optimization:**
- Binary search for InsertSorted (only if profiling shows need)
- Cache priority lookups
---
## 8. Final Verdict & Implementation Results
### What You Asked For:
1.**Thorough analysis of the code** - Complete
2.**Summary of logic and expected behavior** - Confirmed correct
3.**Problematic code identification** - 7 issues found (3 high, 4 medium)
4.**Code style improvements** - Documentation, regions, naming reviewed
5.**Implementation of critical fixes** - High priority issue resolved
### Overall Assessment:
**Architecture:** ✅ Solid
**Implementation:****Significantly Improved** (was ⚠️)
**Developer Experience:****Much Better** (was ⚠️)
The system **behaves as expected** and provides real value (guaranteed execution order, clean lifecycle hooks, save/load integration). The most critical code smell - **the fragile `new` keyword pattern** - has been **completely eliminated**.
### Implementation Summary (November 10, 2025):
**Files Modified:** 40 total
- 2 Core lifecycle files (ManagedBehaviour.cs, LifecycleManager.cs)
- 14 Core/Manager components
- 8 UI components
- 5 Sound components
- 4 Puzzle components
- 3 Level/Minigame components
- 2 Input components
- 2 Cinematic components
- 1 Data component
- 1 Dialogue component
- 1 Movement component
- 1 Interaction component
**Key Changes:**
1. ✅ Sealed `Awake()` method - now private, cannot be overridden
2. ✅ New `OnManagedAwake()` hook - fires during registration for early initialization
3. ✅ Renamed `OnManagedAwake()``OnManagedStart()` - clearer naming, mirrors Unity pattern
4. ✅ Removed all `private new void Awake()` patterns across 16 singleton classes
5. ✅ Updated all lifecycle method calls in LifecycleManager
**Zero Compilation Errors** - All changes validated successfully
### Is It Over-Engineered?
**No, and it's now cleaner.**
✅ Sealed Awake = brilliant (prevents misuse)
✅ OnManagedAwake/OnManagedStart split = clear mental model
⚠️ 6 priority properties = still granular but acceptable
⚠️ 11 invoke wrappers = still present but low impact
✅ Batching system = justified
✅ Priority-sorted lists = justified
### Tight, Developer-Friendly, Not Over-Engineered Code:
You're now at **95%** (was 80%). The critical fragility is gone. The remaining 5% is nice-to-have optimizations that don't impact correctness or developer experience significantly.
---
## 9. Implementation Notes & Observations
### What Went Well:
1. **Pattern Consistency**: All 40 files followed similar patterns, making bulk updates straightforward
2. **Zero Breaking Changes**: All existing functionality preserved
3. **Improved Clarity**: New naming (`OnManagedStart`) is clearer than old naming
4. **Developer Safety**: Impossible to forget registration now - it's automatic and sealed
### Discovered During Implementation:
1. **Some components had `base.OnManagedAwake()` calls**: These were remnants from UI page inheritance patterns, safely removed
2. **AppleAudioSource had both `Awake` override AND `OnManagedAwake`**: Component setup was duplicated, now properly split
3. **ObjectiveStepBehaviour had orphaned `base.Awake()` call**: Cleaned up during migration
4. **All singleton setup moved to `OnManagedAwake()`**: Ensures instance is available immediately after registration
### Testing Recommendations:
Before committing, verify:
- ✅ Code compiles without errors (VERIFIED)
- ⏳ Game boots successfully
- ⏳ All singletons initialize properly (check console for warnings)
- ⏳ Scene transitions work correctly
- ⏳ Save/Load system functions
- ⏳ Pause system works
- ⏳ Input handling works
- ⏳ No null reference exceptions in lifecycle hooks
### Migration Guide for Future Components:
**Old Pattern (Don't Use):**
```csharp
private new void Awake()
{
base.Awake(); // CRITICAL!
_instance = this;
// setup code
}
protected override void OnManagedAwake()
{
// late initialization
}
```
**New Pattern (Use This):**
```csharp
protected override void OnManagedAwake()
{
_instance = this; // Early - singletons, GetComponent
}
protected override void OnManagedStart()
{
// Late - depends on other managers
SomeManager.Instance.DoSomething();
}
```
---
## 10. Next Steps
**Immediate:**
1. ✅ Code review - Verify changes compile
2.**Playtesting** - Run full game loop to verify no regressions
3. ⏳ Commit changes with descriptive message
4. ⏳ Update team documentation
**Future Cleanup (Optional):**
1. Consider removing `InvokeManagedAwake()` wrappers (use `internal virtual`)
2. Analyze priority usage, possibly consolidate properties
3. Add editor validation for SaveId collisions
4. Create visual diagram of lifecycle flow
**Status:****READY FOR TESTING**
The refactoring is complete and represents a significant improvement to code quality and developer experience. The most critical issue (fragile `new` keyword pattern) has been completely eliminated across the entire codebase.