## 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
243 lines
8.0 KiB
C#
243 lines
8.0 KiB
C#
using System;
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using System.Threading.Tasks;
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using Core;
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using Core.Lifecycle;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace Bootstrap
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{
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/// <summary>
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/// Entrypoint for the Custom Boot initialisation
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/// </summary>
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public static class CustomBoot
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{
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/// <summary>
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/// Current initialisation status
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/// </summary>
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public static bool Initialised { get; private set; }
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/// <summary>
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/// Event triggered when boot progress changes
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/// </summary>
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public static event Action<float> OnBootProgressChanged;
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/// <summary>
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/// Event triggered when boot process completes
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/// </summary>
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public static event Action OnBootCompleted;
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/// <summary>
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/// Current progress of the boot process (0-1)
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/// </summary>
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public static float CurrentProgress { get; private set; }
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/// <summary>
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/// Called as soon as the game begins
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/// </summary>
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
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private static void Initialise()
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{
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// Create LifecycleManager FIRST - before any bootstrap logic
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// This ensures it exists when boot completes
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LifecycleManager.CreateInstance();
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//We should always clean up after Addressables, so let's take care of that immediately
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Application.quitting += ApplicationOnUnloading;
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PerformInitialisation();
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}
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/// <summary>
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/// Initialise the bootstrapper
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/// </summary>
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public static void PerformInitialisation()
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{
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//Reset progress
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CurrentProgress = 0f;
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//In editor, perform initialisation synchronously
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if (Application.isEditor)
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{
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InitialiseBootSettingsSync();
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}
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else
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{
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//In builds, just run things asynchronously, since we can add any checks we need early on
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_ = InitialiseBootSettings();
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}
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}
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/// <summary>
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/// Called as the game is quitting, allowing for cleanup
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/// </summary>
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private static void ApplicationOnUnloading()
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{
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Application.quitting -= ApplicationOnUnloading;
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PerformDeInitialisation();
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}
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/// <summary>
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/// De-Initialise the bootstrapper
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/// </summary>
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public static void PerformDeInitialisation()
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{
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Cleanup(runtimeBootSettingsHandle);
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Cleanup(editorBootSettingsHandle);
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Initialised = false;
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}
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/// <summary>
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/// Initialise the boot settings asynchronously
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/// </summary>
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private static async Task InitialiseBootSettings()
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{
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await LoadCustomBootSettings();
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Initialised = true;
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CurrentProgress = 1f;
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OnBootProgressChanged?.Invoke(1f);
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OnBootCompleted?.Invoke();
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// Notify the LifecycleManager that boot is complete
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if (Application.isPlaying)
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{
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Logging.Debug("Calling LifecycleManager.OnBootCompletionTriggered()");
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if (LifecycleManager.Instance != null)
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{
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LifecycleManager.Instance.OnBootCompletionTriggered();
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}
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}
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}
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/// <summary>
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/// Initialise the boot settings synchronously
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/// </summary>
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private static void InitialiseBootSettingsSync()
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{
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LoadCustomBootSettingsSync();
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Initialised = true;
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CurrentProgress = 1f;
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OnBootProgressChanged?.Invoke(1f);
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OnBootCompleted?.Invoke();
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// Notify the LifecycleManager that boot is complete
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if (Application.isPlaying)
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{
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Logging.Debug("Calling LifecycleManager.OnBootCompletionTriggered()");
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if (LifecycleManager.Instance != null)
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{
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LifecycleManager.Instance.OnBootCompletionTriggered();
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}
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}
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}
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/// <summary>
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/// Clean up the boot settings
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/// </summary>
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/// <param name="handle"></param>
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private static void Cleanup(AsyncOperationHandle<CustomBootSettings> handle)
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{
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if (handle.IsValid())
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{
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handle.Result.Cleanup();
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Addressables.Release(handle);
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}
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}
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/// <summary>
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/// Async handle for the runtime custom boot settings scriptable object
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/// </summary>
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private static AsyncOperationHandle<CustomBootSettings> runtimeBootSettingsHandle;
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/// <summary>
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/// Async handle for the editor custom boot settings object
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/// </summary>
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private static AsyncOperationHandle<CustomBootSettings> editorBootSettingsHandle;
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/// <summary>
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/// Runtime addressable key
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/// </summary>
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private static string RuntimeAsset = $"{nameof(CustomBootSettings)}_Runtime";
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/// <summary>
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/// Editor addressable key
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/// </summary>
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private static string EditorAsset = $"{nameof(CustomBootSettings)}_Editor";
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/// <summary>
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/// Load the custom boot settings asynchronously and run the initialisation method
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/// </summary>
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private static async Task LoadCustomBootSettings()
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{
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if (Application.isEditor)
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{
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editorBootSettingsHandle = await InitialiseBootSettingsAsset(EditorAsset);
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}
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runtimeBootSettingsHandle = await InitialiseBootSettingsAsset(RuntimeAsset);
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}
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/// <summary>
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/// Load the custom boot settings synchronously and run the initialisation method
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/// </summary>
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private static void LoadCustomBootSettingsSync()
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{
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if (Application.isEditor)
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{
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editorBootSettingsHandle = InitialiseBootSettingsAssetSync(EditorAsset);
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}
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runtimeBootSettingsHandle = InitialiseBootSettingsAssetSync(RuntimeAsset);
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}
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/// <summary>
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/// Initialise the boot settings asset with the given key
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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private static async Task<AsyncOperationHandle<CustomBootSettings>> InitialiseBootSettingsAsset(string key)
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{
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var handle = Addressables.LoadAssetAsync<CustomBootSettings>(key);
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await handle.Task;
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switch (handle.Status)
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{
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case AsyncOperationStatus.Failed:
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Debug.LogError(handle.OperationException);
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break;
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case AsyncOperationStatus.Succeeded:
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await handle.Result.Initialise();
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break;
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}
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return handle;
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}
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/// <summary>
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/// Initialise the boot settings asset with the given key synchronously
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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private static AsyncOperationHandle<CustomBootSettings> InitialiseBootSettingsAssetSync(string key)
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{
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var handle = Addressables.LoadAssetAsync<CustomBootSettings>(key);
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var result = handle.WaitForCompletion();
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result.InitialiseSync();
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return handle;
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}
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/// <summary>
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/// Updates the current progress value and triggers the progress event
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/// </summary>
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/// <param name="progress">Progress value between 0-1</param>
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internal static void UpdateProgress(float progress)
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{
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CurrentProgress = Mathf.Clamp01(progress);
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OnBootProgressChanged?.Invoke(CurrentProgress);
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Logging.Debug($"Progress: {CurrentProgress:P0}");
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}
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}
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} |