Add distinction between managed awake and managed start
This commit is contained in:
@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using AppleHills.Core.Interfaces;
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using AppleHills.Core.Settings;
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@@ -37,14 +37,12 @@ namespace Core
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 10; // Core infrastructure - runs early
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private new void Awake()
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protected 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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// Create settings providers - must happen in Awake so other managers can access settings in their ManagedAwake
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// Create settings providers - must happen in OnManagedAwake so other managers can access settings in their ManagedStart
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SettingsProvider.Instance.gameObject.name = "Settings Provider";
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DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
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@@ -57,9 +55,9 @@ namespace Core
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_managerLogVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().gameManagerLogVerbosity;
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}
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protected override void OnManagedAwake()
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protected override void OnManagedStart()
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{
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// Settings are already initialized in Awake()
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// Settings are already initialized in OnManagedAwake()
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// This is available for future initialization that depends on other managers
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}
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Interactions;
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@@ -50,15 +50,13 @@ 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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protected 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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protected override void OnManagedStart()
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{
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Logging.Debug("[ItemManager] Initialized");
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}
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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@@ -123,7 +123,24 @@ namespace Core.Lifecycle
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// ALWAYS add to managedAwakeList - this is the master list used for save/load
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InsertSorted(managedAwakeList, component, component.ManagedAwakePriority);
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// Handle ManagedAwake timing based on boot state
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// Register for all scene lifecycle hooks
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InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
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InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
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InsertSorted(saveRequestedList, component, component.SavePriority);
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InsertSorted(restoreRequestedList, component, component.RestorePriority);
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InsertSorted(destroyList, component, component.DestroyPriority);
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// Call OnManagedAwake immediately after registration (early initialization hook)
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try
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{
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component.InvokeManagedAwake();
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
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}
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// Handle OnManagedStart timing based on boot state
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if (isBootComplete)
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{
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// Check if we're currently loading a scene
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@@ -136,27 +153,20 @@ namespace Core.Lifecycle
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else
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{
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// Truly late registration (component enabled after scene is ready)
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// Call OnManagedAwake immediately since boot already completed
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LogDebug($"Late registration: Calling OnManagedAwake immediately for {component.gameObject.name}");
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// Call OnManagedStart immediately since boot already completed
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LogDebug($"Late registration: Calling OnManagedStart immediately for {component.gameObject.name}");
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try
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{
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component.InvokeManagedAwake();
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component.InvokeManagedStart();
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HandleAutoRegistrations(component);
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
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Debug.LogError($"[LifecycleManager] Error in OnManagedStart for {component.gameObject.name}: {ex}");
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}
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}
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}
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// If boot not complete, component stays in list and will be processed by BroadcastManagedAwake()
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// Register for all scene lifecycle hooks
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InsertSorted(sceneUnloadingList, component, component.SceneUnloadingPriority);
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InsertSorted(sceneReadyList, component, component.SceneReadyPriority);
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InsertSorted(saveRequestedList, component, component.SavePriority);
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InsertSorted(restoreRequestedList, component, component.RestorePriority);
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InsertSorted(destroyList, component, component.DestroyPriority);
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// If boot not complete, component stays in list and will be processed by BroadcastManagedStart()
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// If this scene is already ready (and we're not in loading mode), call OnSceneReady immediately
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if (!isLoadingScene && currentSceneReady == sceneName)
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@@ -202,7 +212,7 @@ namespace Core.Lifecycle
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/// <summary>
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/// Called by CustomBoot when boot completes.
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/// Broadcasts ManagedAwake to all registered components.
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/// Broadcasts ManagedStart to all registered components.
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/// </summary>
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public void OnBootCompletionTriggered()
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{
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@@ -210,16 +220,16 @@ namespace Core.Lifecycle
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return;
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LogDebug("=== Boot Completion Triggered ===");
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BroadcastManagedAwake();
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BroadcastManagedStart();
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isBootComplete = true;
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}
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/// <summary>
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/// Broadcast OnManagedAwake to all registered components (priority ordered).
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/// Broadcast OnManagedStart to all registered components (priority ordered).
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/// </summary>
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private void BroadcastManagedAwake()
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private void BroadcastManagedStart()
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{
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LogDebug($"Broadcasting ManagedAwake to {managedAwakeList.Count} components");
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LogDebug($"Broadcasting ManagedStart to {managedAwakeList.Count} components");
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// Create a copy to avoid collection modification during iteration
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var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
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@@ -230,12 +240,12 @@ namespace Core.Lifecycle
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try
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{
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component.InvokeManagedAwake();
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component.InvokeManagedStart();
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HandleAutoRegistrations(component);
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for {component.gameObject.name}: {ex}");
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Debug.LogError($"[LifecycleManager] Error in OnManagedStart for {component.gameObject.name}: {ex}");
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}
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}
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@@ -275,20 +285,20 @@ namespace Core.Lifecycle
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// Sort by ManagedAwake priority (lower values first)
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pendingSceneComponents.Sort((a, b) => a.ManagedAwakePriority.CompareTo(b.ManagedAwakePriority));
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// Call OnManagedAwake in priority order
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// Call OnManagedStart in priority order
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foreach (var component in pendingSceneComponents)
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{
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if (component == null) continue;
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try
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{
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component.InvokeManagedAwake();
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component.InvokeManagedStart();
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HandleAutoRegistrations(component);
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LogDebug($"Processed batched component: {component.gameObject.name} (Priority: {component.ManagedAwakePriority})");
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}
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catch (Exception ex)
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{
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Debug.LogError($"[LifecycleManager] Error in OnManagedAwake for batched component {component.gameObject.name}: {ex}");
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Debug.LogError($"[LifecycleManager] Error in OnManagedStart for batched component {component.gameObject.name}: {ex}");
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}
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}
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@@ -1,5 +1,4 @@
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using System;
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using UnityEngine;
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using UnityEngine;
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namespace Core.Lifecycle
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{
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@@ -12,7 +11,7 @@ namespace Core.Lifecycle
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#region Priority Properties
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/// <summary>
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/// Priority for OnManagedAwake (lower values execute first).
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/// Priority for OnManagedStart (lower values execute first).
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/// Default: 100
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/// </summary>
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public virtual int ManagedAwakePriority => 100;
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@@ -85,6 +84,7 @@ namespace Core.Lifecycle
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// Public wrappers to invoke protected lifecycle methods
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public void InvokeManagedAwake() => OnManagedAwake();
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public void InvokeManagedStart() => OnManagedStart();
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public void InvokeSceneUnloading() => OnSceneUnloading();
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public void InvokeSceneReady() => OnSceneReady();
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public string InvokeSceneSaveRequested() => OnSceneSaveRequested();
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@@ -108,9 +108,9 @@ namespace Core.Lifecycle
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/// <summary>
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/// Unity Awake - automatically registers with LifecycleManager.
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/// IMPORTANT: Derived classes that override Awake MUST call base.Awake()
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/// SEALED: Cannot be overridden. Use OnManagedAwake() for early initialization or OnManagedStart() for late initialization.
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/// </summary>
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protected virtual void Awake()
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private void Awake()
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{
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if (LifecycleManager.Instance != null)
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{
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@@ -153,17 +153,28 @@ namespace Core.Lifecycle
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#region Managed Lifecycle Hooks
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/// <summary>
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/// Called once per component after bootstrap completes.
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/// GUARANTEE: Bootstrap resources are available, all managers are initialized.
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/// For boot-time components: Called during LifecycleManager.BroadcastManagedAwake (priority ordered).
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/// For late-registered components: Called immediately upon registration (bootstrap already complete).
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/// Replaces the old Awake + InitializePostBoot pattern.
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/// Called immediately during registration (during Awake).
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/// Use for early initialization such as setting singleton instances.
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/// TIMING: Fires during component's Awake(), no execution order guarantees between components.
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/// NOT priority-ordered - fires whenever Unity calls this component's Awake().
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/// </summary>
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protected virtual void OnManagedAwake()
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{
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// Override in derived classes
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}
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/// <summary>
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/// Called once per component after bootstrap completes.
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/// GUARANTEE: Bootstrap resources are available, all managers are initialized.
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/// For boot-time components: Called during LifecycleManager.BroadcastManagedStart (priority ordered).
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/// For late-registered components: Called immediately upon registration (bootstrap already complete).
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/// Use for initialization that depends on other systems.
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/// </summary>
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protected virtual void OnManagedStart()
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{
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// Override in derived classes
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}
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/// <summary>
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/// Called before the scene this component belongs to is unloaded.
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/// Called in REVERSE priority order (higher values execute first).
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@@ -1,4 +1,4 @@
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using UnityEngine;
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using UnityEngine;
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using Cinematics;
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using Core;
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using Core.Lifecycle;
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@@ -129,15 +129,13 @@ namespace AppleHills.Core
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#region Lifecycle Methods
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private new void Awake()
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protected 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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protected override void OnManagedStart()
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{
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// QuickAccess has minimal initialization
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}
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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@@ -46,11 +46,9 @@ namespace Core.SaveLoad
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 20; // After GameManager and SceneManagerService
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private new void Awake()
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protected 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 critical state immediately
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@@ -58,7 +56,7 @@ namespace Core.SaveLoad
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IsRestoringState = false;
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}
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protected override void OnManagedAwake()
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protected override void OnManagedStart()
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{
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Logging.Debug("[SaveLoadManager] Initialized");
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@@ -30,9 +30,9 @@ namespace Core
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// Enable save/load participation
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public override bool AutoRegisterForSave => true;
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protected override void Awake()
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protected override void OnManagedAwake()
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{
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base.Awake();
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base.OnManagedAwake();
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_director = GetComponent<PlayableDirector>();
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if (_director != null)
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using AppleHills.Core.Settings;
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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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protected 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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@@ -65,10 +63,10 @@ namespace Core
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}
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}
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protected override void OnManagedAwake()
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protected 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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@@ -1,4 +1,4 @@
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using System.Collections;
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using System.Collections;
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using AppleHills.Core.Settings;
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using Core.Lifecycle;
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using Settings;
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@@ -21,20 +21,18 @@ namespace Core
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// ManagedBehaviour configuration
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public override int ManagedAwakePriority => 70; // Platform-specific utility
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private new void Awake()
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protected 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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// Load verbosity settings early (GameManager sets up settings in its Awake)
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// Load verbosity settings early (GameManager sets up settings in its OnManagedAwake)
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_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
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LogDebugMessage("Initialized");
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}
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protected override void OnManagedAwake()
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protected override void OnManagedStart()
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{
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// Subscribe to SceneManagerService to enforce orientation on every scene load
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if (SceneManagerService.Instance != null)
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